Files
loop/src/Dodge/Creature/Inanimate.hs
T
2021-11-28 17:07:04 +00:00

195 lines
6.1 KiB
Haskell

--{-# LANGUAGE TupleSections #-}
{-
Inanimate objects such as lamps, barrels, etc
-}
module Dodge.Creature.Inanimate
( lamp
, colorLamp
, barrel
, explosiveBarrel
) where
import Dodge.Data
import Dodge.WorldEvent.Explosion
import Dodge.Creature.Picture
--import Dodge.Creature.Stance.Data
import Dodge.Picture.Layer
import Dodge.Default
import Dodge.Creature.State
import Dodge.LightSource
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.Sound
import Dodge.Creature.Update
import Picture
import qualified IntMapHelp as IM
import Geometry
--import Geometry.Data
--import Geometry.Vector3D
import Polyhedra
import Shape
import Dodge.WorldEvent
import Dodge.SoundLogic
import System.Random
import Data.List
import Control.Lens
import Data.Monoid
defaultInanimate :: Creature
defaultInanimate = defaultCreature & crActionPlan .~ Inanimate
colorLamp
:: Point3 -- color of lamp
-> Float -- height of lamp
-> Creature
colorLamp col h = defaultInanimate
{ _crUpdate = initialiseColorLamp col h
, _crHP = 100
, _crPict = picAtCrPosNoRot (lampCrPic h)
, _crRad = 3
, _crMass = 3
}
lamp :: Float -> Creature
lamp h = defaultInanimate
{ _crUpdate = initialiseLamp h
, _crHP = 100
, _crPict = picAtCrPosNoRot (lampCrPic h)
, _crRad = 3
, _crMass = 3
}
-- it is not clear that any of the attempts with Foldl help at all here
lampCrPic :: Float -> Picture
lampCrPic h = pictures
[ setLayer 1 (setDepth h . color white $ circleSolid 3)
, concatMap (polyToTris . map f) $ boxXYZnobase 5 5 (h-1)
]
where
f pos = Verx (pos -.-.- V3 2.5 2.5 0) blue [] 0 polyNum
--lTriFold :: a -> a -> L.Fold a [a]
--lTriFold s x = L.Fold (f s) (x,[]) snd
-- where
-- f s' (x1,l) x2 = (x2,s':x1:x2:l)
--
--preTriFold :: (a -> b) -> [a] -> [b]
--preTriFold f (s:x:xs) = L.fold (L.premap f $ lTriFold (f s) (f x)) xs
--preTriFold _ _ = []
--
--polyToTriFold :: [a] -> [a]
--polyToTriFold (s:x:xs) = L.fold (lTriFold s x) xs
--polyToTriFold _ = []
initialiseLamp :: Float -> CRUpdate
initialiseLamp = initialiseColorLamp 0.75
initialiseColorLamp :: Point3 -> Float -> CRUpdate
initialiseColorLamp col h cr _ = ( Endo addLS , Just $ cr & crUpdate .~ updateLamp h i)
where
i = _crID cr
addLS w = w
& lightSources %~ IM.insert lsid (lsColPosID col (V3 x y h) lsid)
& creatures . ix i . crUpdate .~ updateLamp h lsid
where
lsid = IM.newKey $ _lightSources w
(V2 x y) = _crPos cr
updateLamp :: Float -> Int -> CRUpdate
updateLamp h i = unrandUpdate handleLS internalUpdate
where
handleLS cr w
| _crHP cr < 0 = explosionFlashAt cPos
$ mkSoundBreakGlass cPos w & lightSources %~ IM.delete i
| otherwise = w & lightSources . ix i . lsParam . lsPos .~ f cPos
where
cPos = _crPos cr
f (V2 x y) = V3 x y h
internalUpdate cr
| _crHP cr < 0 = Nothing
| otherwise = Just $ doDamage cr
barrel :: Creature
barrel = defaultInanimate
{ _crUpdate = updateBarrel
, _crHP = 500
, _crPict = picAtCrPos $ onLayer CrLayer $ pictures
[ color orange $ circleSolid 10
, setDepth 0.049 . color (greyN 0.5) $ circleSolid 8
, color (greyN 0.5) $ circleSolid 8
]
, _crState = defaultState
{_crSpState = Barrel []
}
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
}
explosiveBarrel :: Creature
explosiveBarrel = defaultInanimate
{ _crUpdate = updateExpBarrel
, _crHP = 400
, _crPict = shapeAtCrPos
. colorSH orange
. upperPrismPoly 20
$ polyCirc 4 10
, _crState = defaultState
{_crSpState = Barrel []
}
, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
,_crApplyDamage = \_ c -> (id, c)
}
updateBarrel
:: Creature
-> World
-> (Endo World, Maybe Creature)
updateBarrel cr _
| _crHP cr > 0 = (Endo id, newCr)
| otherwise = (Endo id, Nothing)
where
newCr = Just $ doDamage cr
-- should generate the sparks externally using new random generators
updateExpBarrel
:: Creature
-> World
-> (Endo World, Maybe Creature)
updateExpBarrel cr w
| _crHP cr > 0 = (Endo $ foldr (.) id pierceSparks . hiss, newCr)
| otherwise = (Endo $ makeExplosionAt (_crPos cr) . stopSounds , Nothing)
where
g = _randGen w
damages = _crDamage $ _crState cr
pierceSparks :: [World -> World]
pierceSparks
= zipWith4 (\p a -> createBarrelSpark (_crPos cr +.+ p) (a + argV p) (Just $ _crID cr))
poss as times colids
as = randomRs (-0.7,0.7) g
colids = randomRs (0,11) g
times = randomRs (2,5) g
poss = _piercedPoints $ _crSpState $ _crState cr
--newCr = Just $ doDamage $ applyFuseDamage cr -- $ foldr perforate cr damages
newCr = Just $ applyFuseDamage $ set (crState . crDamage) [] $ damToExpBarrel damages cr
--perforate :: DamageType -> Creature -> Creature
--perforate (Piercing amount sp int ep) cr = over (crState . crSpState . piercedPoints)
-- ((:) $ int -.- _crPos cr) cr
--perforate _ cr = cr
applyFuseDamage cr' = cr' & crHP %~
subtract (length . _piercedPoints . _crSpState $ _crState cr')
hiss | null poss = id
| otherwise = soundMultiFrom [BarrelHiss 0,BarrelHiss 1] (_crPos cr) foamSprayLoopS (Just 1)
stopSounds = stopSoundFrom (BarrelHiss 0) . stopSoundFrom (BarrelHiss 1)
damToExpBarrel :: [DamageType] -> Creature -> Creature
damToExpBarrel ds cr = foldr damToExpBarrel' (foldr damToExpBarrel' cr pierceDam) otherDam
where
(pierceDam,otherDam) = partition isPierce ds
isPierce Piercing{} = True
isPierce _ = False
damToExpBarrel' :: DamageType -> Creature -> Creature
damToExpBarrel' (Piercing amount _ int _) cr
= over (crState . crSpState . piercedPoints) ((:) $ int -.- _crPos cr)
$ over crHP (\hp -> hp - div amount 200) cr
damToExpBarrel' PoisonDam {} cr = cr
damToExpBarrel' SparkDam {} cr = cr
damToExpBarrel' PushDam{_dmPushBack = v} cr = cr Control.Lens.& crPos %~ (+.+) (1 / _crMass cr *.* v)
damToExpBarrel' dt cr = cr Control.Lens.& crHP -~ _dmAmount dt