Files
loop/src/Dodge/HeldUse.hs
T
2024-09-30 12:54:31 +01:00

475 lines
19 KiB
Haskell

{-# LANGUAGE TupleSections #-}
module Dodge.HeldUse
(heldEffect
, mcUseHeld
)
where
import Dodge.Base.Coordinate
import Dodge.Base.Collide
import Dodge.Inventory.Lock
--import Dodge.WorldEvent.Cloud
import Dodge.LightSource
import qualified SDL
--import Dodge.Base.You
import Dodge.Data.MuzzleEffect
import ListHelp
import Dodge.Data.ComposedItem
import Dodge.Data.DoubleTree
--import Color
import Data.Maybe
--import Data.Traversable
--import Dodge.Base.Coordinate
--import Dodge.Bullet
import Dodge.Creature.HandPos
import Dodge.Data.World
import Dodge.Gas
import Dodge.Item.Weapon.BatteryGuns
--import Dodge.Item.Weapon.Launcher
import Dodge.Item.Weapon.Radar
import Dodge.Item.Weapon.Shatter
import Dodge.Item.Weapon.TriggerType
import Dodge.Projectile.Create
import Dodge.SoundLogic
import Dodge.Tesla.Arc
--import Dodge.Wall.ForceField
--import Dodge.Wall.Move
import Dodge.WorldEvent.Flash
import Geometry
--import qualified IntMapHelp as IM
import LensHelp
import RandomHelp
--import Sound.Data
--import Data.Foldable
heldEffect :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
heldEffect = hammerCheck $ useTimeCheck heldEffectMuzzles
heldEffectMuzzles :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
heldEffectMuzzles t cr w = uncurry (applyCME (_ldtValue t) cr) cmew
& cWorld . lWorld . lTestString .~ map (show . _mzAmmoSlot) muzzles
& doWeaponRepetitions upitm cr
where
muzzles = t ^. ldtValue . itUse . heldAim . aimMuzzles
(upitm,loadedmuzzles) = mapAccumR loadMuzzle t muzzles
cmew = foldl' (useLoadedAmmo t cr) (CME 0 0 False,w) $ zip [0..] loadedmuzzles
-- need to be careful about inventory lock or item ids here
doWeaponRepetitions :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
doWeaponRepetitions itm cr = case itm ^? ldtValue . itUse . heldParams . weaponRepeat of
Just (x:xs) -> cWorld . lWorld . delayedEvents .++~ ((x:xs) <&> (,WdWdFromItCrixWdWd upitm (_crID cr) ItCrWdItemEffect))
_ -> id
where
upitm = itm & ldtValue . itUse . heldParams . weaponRepeat .~ []
& ldtValue . itUse . heldTriggerType .~ AutoTrigger
applyCME :: Item -> Creature -> CumulativeMuzzleEffect -> World -> World
applyCME itm cr cme
| _cmeSound cme = applyInvLock itm cr . applySoundCME itm cr . applySidePush spush cr . applyTorqueCME itm cr . applyRecoil itm cr
| otherwise = failsound
where
spush = fromMaybe 0 $ itm ^? itUse . heldParams . sidePush
failsound w = case w ^? input . mouseButtons . ix SDL.ButtonLeft of
Just 0 -> soundStart (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w
_ -> soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w
applyInvLock :: Item -> Creature -> World -> World
applyInvLock itm cr = case itm ^? itUse . heldParams . weaponInvLock of
Just i | i > 0 -> (cWorld . lWorld . delayedEvents .:~ (i, UnlockInv cid))
. lockInv cid
_ -> id
where
cid = _crID cr
applySoundCME :: Item -> Creature -> World -> World
applySoundCME itm cr = fromMaybe id $ do
(soundid,x) <- itm ^? itUse . heldParams . bulGunSound . _Just
if x > 0
then return $ soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) soundid (Just x)
else return $ soundMultiFrom [CrWeaponSound cid j | j <- [0..5]] (_crPos cr) soundid Nothing
where
cid = _crID cr
applyRecoil :: Item -> Creature -> World -> World
applyRecoil itm cr = over (cWorld . lWorld . creatures . ix cid) pushback
where
cid = _crID cr
recoilAmount = fromMaybe 0 $ itm ^? itUse . heldParams . recoil
pushback = over crPos (+.+ rotateV (_crDir cr) (V2 ((- recoilAmount) / _crMass cr) 0))
applySidePush :: Float -> Creature -> World -> World
applySidePush 0 _ w = w
applySidePush maxSide cr w = w
& cWorld . lWorld . creatures . ix cid %~ push
& randGen .~ g
where
cid = _crID cr
push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
(pushAmount, g) = randomR (- maxSide, maxSide) $ _randGen w
applyTorqueCME :: Item -> Creature -> World -> World
applyTorqueCME itm cr w
| cid == 0 = w
& wCam . camRot -~ rot
& cWorld . lWorld . creatures . ix cid . crDir +~ rot
& randGen .~ g
| otherwise = w
& cWorld . lWorld . creatures . ix cid . crDir +~ rot
& randGen .~ g
where
cid = _crID cr
(rot, g) = randomR (- torque, torque) $ _randGen w
torque = fromMaybe 0 $ itm ^? itUse . heldParams . torqueAfter
-- (Muzzle,Int,Int) = (muzzle, amountloaded, id of mag taken from)
loadMuzzle :: LabelDoubleTree ComposeLinkType Item
-> Muzzle
-> (LabelDoubleTree ComposeLinkType Item,Maybe (Muzzle, Int,LabelDoubleTree ComposeLinkType Item))
loadMuzzle t@(LDT _ l _) mz = fromMaybe (t,Nothing) $ do
let as = _mzAmmoSlot mz
amamount = 1
(i,(_,mag)) <- findWithIx (isAmmoIntLink as . fst) l
availableammo <- mag ^? ldtValue . itUse . amagLoadStatus . iaLoaded
let usedammo = min amamount availableammo
guard $ usedammo > 0
return (t & ldtLeft . ix i . _2 . ldtValue . itUse . amagLoadStatus . iaLoaded -~ usedammo
, Just (mz, usedammo, mag)
)
makeMuzzleFlare :: Muzzle -> Item -> Creature -> World -> World
makeMuzzleFlare mz itm cr = case mz ^. mzFlareType of
DefaultFlareType -> id
PistolFlare -> basicMuzFlare pos dir
MiniGunFlare -> makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) (pos `v2z` 20)
. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
HeavySmokeFlare -> basicMuzFlare pos dir
LasGunFlare -> flareCircleAt (_lasColor $ _itParams itm) 0.8 (pos `v2z` 20)
. (cWorld . lWorld . tempLightSources .:~
tlsTimeRadColPos 1 100 (xyzV4 . _lasColor $ _itParams itm) (pos `v2z` 10))
TeslaGunFlare -> cWorld . lWorld . tempLightSources .:~
tlsTimeRadColPos 1 100 (V3 0 0 1) (pos `v2z` 10)
where
pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
dir = _crDir cr + _mzRot mz
basicMuzFlare :: Point2 -> Float -> World -> World
basicMuzFlare pos dir = makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) (pos `v2z` 20)
. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
---- need to add these to muzzle flare?
--makeMuzzleSmoke :: Muzzle -> Item -> Creature -> World -> World
--makeMuzzleSmoke mz itm cr w = case mz ^. mzFlareType of
-- DefaultFlareType -> w
-- PistolFlare -> foldl' (flip $ smokeCloudAt (greyN 0.5) 5 400 5 . (+.+.+ pos) . (* 8)) w ps
-- MiniGunFlare -> smokeCloudAt (greyN 0.5) 5 400 5 pos w
-- HeavySmokeFlare -> foldl' (flip $ smokeCloudAt black 20 400 5 . (+.+.+ pos) . (* 8)) w ps'
-- LasGunFlare -> w
-- TeslaGunFlare -> w
-- where
-- ps = replicateM 2 randOnUnitSphere & evalState $ _randGen w
-- ps' = replicateM 4 randOnUnitSphere & evalState $ _randGen w
-- pos = addZ 10 $ _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
---- , withSmoke 1 black 20 200 5
isAmmoIntLink :: Int -> ComposeLinkType -> Bool
isAmmoIntLink i (AmmoInLink j _) = i == j
isAmmoIntLink _ _ = False
useLoadedAmmo :: LabelDoubleTree ComposeLinkType Item
-> Creature
-> (CumulativeMuzzleEffect,World)
-> (Int,Maybe (Muzzle,Int,LabelDoubleTree ComposeLinkType Item))
-> (CumulativeMuzzleEffect,World)
useLoadedAmmo _ _ (cme,w) (_,Nothing) = (cme, w)
useLoadedAmmo itmtree cr (cme,w) (mzid,Just (mz,x,magtree)) = (,) (cme & cmeSound .~ True) $
removeAmmoFromMag x mid cr . makeMuzzleFlare mz itm cr $ case _mzEffect mz of
MuzzleShootBullet -> shootBullet itmtree cr (mz,x,magtree) w
MuzzleLaser -> shootLaser' itm cr mz w
MuzzleTesla -> shootTeslaArc itm cr mz w
MuzzleTractor -> shootTractorBeam itm cr w
MuzzleLauncher -> createProjectile magtree mz itmtree cr w
MuzzleNozzle {} -> useGasParams mid mz itm cr $ walkNozzle mzid mz itm cr w
MuzzleShatter -> shootShatter itm cr w
MuzzleForceField -> useForceFieldGun itm cr w
MuzzleDetector -> itemDetectorEffect itm cr w
where
mid = magtree ^? ldtValue . itLocation . ilInvID
itm = itmtree ^. ldtValue
itemDetectorEffect :: Item -> Creature -> World -> World
itemDetectorEffect itm cr w = fromMaybe w $ do
HELDDETECTOR dt <- itm ^? itType . ibtHeld
return $ detectorEffect dt itm cr w
walkNozzle :: Int -> Muzzle -> Item -> Creature -> World -> World
walkNozzle mzid mz itm cr w = fromMaybe w $ do
invid <- itm ^? itLocation . ilInvID
return $ w
& cWorld . lWorld . creatures . ix (_crID cr) . crInv
. ix invid . itUse . heldAim . aimMuzzles . ix mzid . mzEffect . nzCurrentWalkAngle .~ wa
& randGen .~ g
where
nz = _mzEffect mz
(walkamount, g) = randomR (- aspeed, aspeed) (_randGen w)
aspeed = _nzWalkSpeed nz
maxa = _nzMaxWalkAngle nz
wa = min maxa $ max (negate maxa) (_nzCurrentWalkAngle nz + walkamount)
shootTractorBeam :: Item -> Creature -> World -> World
shootTractorBeam itm cr w = w & cWorld . lWorld . tractorBeams .:~ tractorBeamAt spos outpos dir power
where
cpos = _crPos cr
spos = cpos +.+ (_crRad cr + 10) *.* unitVectorAtAngle dir
xpos = cpos +.+ 400 *.* unitVectorAtAngle dir
dir = _crDir cr
outpos = fst $ collidePointWallsFilter (const True) cpos xpos w
power = _attractionPower . _itParams $ itm
tractorBeamAt :: Point2 -> Point2 -> Float -> Point2 -> TractorBeam
tractorBeamAt pos outpos dir power =
TractorBeam
{ _tbPos = pos
, _tbStartPos = outpos
, _tbVel = d
, _tbTime = 10
}
where
d = unitVectorAtAngle dir * power
shootLaser' :: Item -> Creature -> Muzzle -> World -> World
shootLaser' itm cr mz w = w
& randGen .~ g
&
cWorld . lWorld . lasers
.:~ lasRayAt
(_lasColor $ _itParams itm)
(_lasDamage $ _itParams itm)
(_phaseV $ _itParams itm)
pos
dir
where
pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
(a,g) = randomR (-inacc,inacc) $ _randGen w
inacc = _mzInaccuracy mz
dir = _crDir cr + _mzRot mz + a
removeAmmoFromMag :: Int -> Maybe Int -> Creature -> World -> World
removeAmmoFromMag x mid cr = fromMaybe id $ do
magid <- mid
return $ cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix magid . itUse . amagLoadStatus . iaLoaded -~ x
getBulletType :: LabelDoubleTree ComposeLinkType Item
-> LabelDoubleTree ComposeLinkType Item
-> Muzzle
-> Creature
-> World
-> Maybe Bullet
getBulletType itmtree magtree mz cr w = magtree ^? ldtValue . itUse . amagParams . ampBullet
<&> buTrajectory .~ btraj
<&> buPayload .~ bpayload
<&> buEffect .~ beffect
where
-- consider modifying other parameters here too
btraj = fromMaybe BasicBulletTrajectory $ do
targetingtree <- lookup WeaponTargetingLink (itmtree ^. ldtRight) -- left or right for these
tp <- targetingtree ^? ldtValue . itUse . tgPos . _Just
attree <- lookup AmmoTargetingLink (magtree ^. ldtLeft)
bt <- attree ^? ldtValue . itUse . buMod . bmTrajectory
return $ getBulletTrajectory mz (itmtree ^. ldtValue) bt tp cr w
bpayload = fromMaybe BulSpark $ do
attree <- lookup AmmoPayloadLink (magtree ^. ldtLeft)
attree ^? ldtValue . itUse . buMod . bmPayload
beffect = fromMaybe DestroyBullet $ do
attree <- lookup AmmoEffectLink (magtree ^. ldtLeft)
attree ^? ldtValue . itUse . buMod . bmEffect
getBulletTrajectory :: Muzzle -> Item
-> BulletTrajectoryType -> Point2 -> Creature -> World -> BulletTrajectory
getBulletTrajectory mz itm bt tp cr w = case bt of
BasicBulletTrajectoryType -> BasicBulletTrajectory
FlechetteTrajectoryType -> FlechetteTrajectory tp
BezierTrajectoryType -> BezierTrajectory bulpos tp (mouseWorldPos (w ^. input) (w ^. wCam))
MagnetTrajectoryType -> MagnetTrajectory tp
where
bulpos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm + V2 0 offset)
offset = case itm ^? itUse . heldParams . randomOffset of
Just x | x /= 0 -> fst . randomR (-x,x) $ _randGen w
_ -> 0
shootBullet :: LabelDoubleTree ComposeLinkType Item
-> Creature
-> (Muzzle,Int,LabelDoubleTree ComposeLinkType Item )
-> World
-> World
shootBullet itmtree cr (mz,x,magtree) w = fromMaybe w $ do
-- should be able to pass the magazine in from elsewhere?
thebullet <- getBulletType itmtree magtree mz cr w
return $ flip (foldl' (&)) (replicate x (makeBullet thebullet (itmtree ^. ldtValue) cr mz)) w
-- & makeMuzzleFlare mz itm cr
-- & makeMuzzleSmoke mz itm cr
-- where
-- cid = _crID cr
-- the random generator is not updated here, not sure if that is a problem
makeBullet :: Bullet -> Item -> Creature -> Muzzle -> World -> World
makeBullet thebullet itm cr mz w =
w & randGen .~ g
& cWorld . lWorld . instantBullets
.:~ (thebullet
& buPos .~ bulpos
-- & buTrajectory .~ BasicBulletTrajectory
& buVel %~ (rotateV dir . (muzvel *.*))
& buDrag *~ drag
)
where
bulpos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm + V2 0 offset)
(a,g'') = randomR (-inacc,inacc) $ _randGen w
inacc = _mzInaccuracy mz
(drag,g') = case _rifling (_heldParams $ _itUse itm) of
ConstFloat x -> (x,g'')
UniRandFloat x y -> randomR (x,y) g''
(muzvel,g) = case _muzVel $ _heldParams $ _itUse itm of
ConstFloat x -> (x,g')
UniRandFloat x y -> randomR (x,y) g'
dir = _crDir cr + _mzRot mz + a
offset = case itm ^? itUse . heldParams . randomOffset of
Just x | x /= 0 -> fst . randomR (-x,x) $ _randGen w
_ -> 0
mcUseHeld :: HeldItemType -> Item -> Machine -> World -> World
mcUseHeld hit = case hit of
LASGUN -> mcShootLaser
_ -> \_ _ -> id
--useHeld :: Huse -> LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
--useHeld hu = case hu of
-- HeldDoNothing -> const $ const id
-- HeldDetectorEffect dt -> detectorEffect dt . _ldtValue
-- HeldForceField -> useForceFieldGun . _ldtValue
useGasParams :: Maybe Int -> Muzzle -> Item -> Creature -> World -> World
useGasParams mmagid mz itm cr w =
createGas
gastype
pressure
pos
dir
cr
w & randGen .~ g'
where
(pressure,g) = doGenFloat (_nzPressure $ _mzEffect mz) (_randGen w)
gastype = fromMaybe (error "cannot find gas ammo") $ do
magid <- mmagid
fueltype <- cr ^? crInv . ix magid . itUse . amagParams . ampCreateGas
gc <- itm ^? itUse . heldParams . gasCreation
return $ gasCreate fueltype gc
pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
(a,g') = randomR (-inacc,inacc) g
inacc = _mzInaccuracy mz
dir = _crDir cr + _mzRot mz + a + _nzCurrentWalkAngle (_mzEffect mz)
gasCreate :: GasFuel -> GasCreate -> GasCreate
gasCreate = const id
doGenFloat :: RandomGen g => GenFloat -> g -> (Float, g)
doGenFloat (ConstFloat x) g = (x,g)
doGenFloat (UniRandFloat x y) g = randomR (x,y) g
--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
-- use items item location instead
itRef = cr ^?! crManipulation . manObject . 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 _ _ = id
--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
determineProjectileTracking :: LabelDoubleTree ComposeLinkType Item
-> LabelDoubleTree ComposeLinkType Item
-> ProjectileHoming
determineProjectileTracking magtree itmtree = case lookup RemoteScreenLink (magtree ^. ldtLeft) of
Just screen -> HomeUsingRemoteScreen (screen ^. ldtValue . itID)
Nothing -> fromMaybe NoHoming $ do
_ <- lookup AmmoTargetingLink (magtree ^. ldtLeft) -- should not have to give a direction
targetingtree <- lookup WeaponTargetingLink (itmtree ^. ldtRight) -- left or right for these
return $ HomeUsingTargeting (targetingtree ^. ldtValue . itID)
createProjectile
:: LabelDoubleTree ComposeLinkType Item
-> Muzzle
-> LabelDoubleTree ComposeLinkType Item
-> Creature -> World -> World
createProjectile magtree muz itmtree cr = fromMaybe failsound $ do
magid <- magtree ^? ldtValue . itLocation . ilInvID
ammoitem <- cr ^? crInv . ix magid
let homing = determineProjectileTracking magtree itmtree
j <- ammoitem ^? itLocation . ilInvID
aparams <- ammoitem ^? itUse . amagParams
return $ createShell homing aparams muz itm cr
. startthesound
. useammo j
where
itm = itmtree ^. ldtValue
useammo j = cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix j . itUse . amagLoadStatus . iaLoaded -~ 1
-- the sound should be moved to the projectile firing
startthesound = soundMultiFrom [CrWeaponSound (_crID cr) j | j <- [0..3]] (_crPos cr) tap4S Nothing
-- failsound = soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing
failsound w' = case w' ^? input . mouseButtons . ix SDL.ButtonLeft of
Just 0 -> soundStart (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w'
_ -> soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w'