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