Files
loop/src/Dodge/HeldUse.hs
T

838 lines
30 KiB
Haskell

{-# OPTIONS -Wno-incomplete-uni-patterns #-}
--{-# LANGUAGE TupleSections #-}
module Dodge.HeldUse (
heldEffect,
gadgetEffect,
heldEffectNoHammerCheck,
mcUseHeld,
) where
import Color
import Control.Applicative
import Control.Monad
import qualified Data.IntMap.Strict as IM
import Data.Maybe
import Dodge.Base.Collide
import Dodge.Creature.Action
import Dodge.Data.ComposedItem
import Dodge.Data.DoubleTree
import Dodge.Data.MuzzleEffect
import Dodge.Data.World
import Dodge.Gas
import Dodge.Inventory.Lock
import Dodge.Item.HeldOffset
import Dodge.Item.Weapon.Bullet
import Dodge.Item.Weapon.Shatter
import Dodge.Projectile.Create
import Dodge.RadarSweep
import Dodge.SoundLogic
import Dodge.Tesla
import Geometry
import LensHelp
import ListHelp
import NewInt
import Picture.Base
import RandomHelp
import qualified SDL
gadgetEffect ::
PressType ->
LocationLDT ItemLink ComposedItem ->
Creature ->
World ->
World
gadgetEffect pt loc
| UseHeld{} <- loc ^. locLDT . ldtValue . _1 . itUse =
heldEffect
pt
(bimap _iatType (^. _1) (loc ^. locLDT))
| DROPPER x <- loc ^. locLDT . ldtValue . _1 . itType
, Just i <- loc ^? locLDT . ldtValue . _1 . itUse . uInt
, pt == InitialPress =
dropInventoryPath i x loc
| CLICKER x <- loc ^. locLDT . ldtValue . _1 . itType
, Just i <- loc ^? locLDT . ldtValue . _1 . itUse . uInt =
useInventoryPath pt i x loc
| otherwise = const id
heldEffect ::
PressType ->
LabelDoubleTree ComposeLinkType Item ->
Creature ->
World ->
World
heldEffect pt = hammerCheck pt heldEffectNoHammerCheck
heldEffectNoHammerCheck ::
LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
heldEffectNoHammerCheck = useTimeCheck heldEffectMuzzles
type ChainEffect =
(LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World) ->
LabelDoubleTree ComposeLinkType Item ->
Creature ->
World ->
World
hammerCheck ::
PressType ->
(LabelDoubleTree ComposeLinkType Item -> t1 -> t2 -> t2) ->
LabelDoubleTree ComposeLinkType Item ->
t1 ->
t2 ->
t2
hammerCheck pt f it cr
| Just HammerTrigger <- it ^? ldtValue . itUse . heldTriggerType
, isNothing $ lookup MakeAutoLink (it ^. ldtRight)
, pt /= InitialPress = id
| otherwise = f it cr
-- | Applies a world effect after an item use cooldown check.
useTimeCheck :: ChainEffect
useTimeCheck f item cr w = case item ^? ldtValue . itUse . heldDelay of
Just (FixedRate rate lastused)
| w ^. cWorld . lWorld . lClock - rate > lastused -> f item cr $ setUseRate w
Just FixedRate{} -> w
Just (WarmUpNoDelay wt wm ws)
| wt < wm ->
w
& soundContinue (CrWeaponSound cid 0) (_crPos cr) ws (Just 2)
& cWorld . lWorld . creatures . ix cid . crInv . ix itRef . itUse . heldDelay . warmTime +~ 2
Just (WarmUpNoDelay _ wm _) ->
f item cr w
& cWorld . lWorld . creatures . ix cid . crInv . ix itRef . itUse . heldDelay . warmTime .~ (wm + 1)
Just NoDelay -> f item cr w
Nothing -> w
where
cid = _crID cr
setUseRate =
cWorld . lWorld . creatures . ix cid . crInv . ix itRef . itUse . heldDelay . rateTimeLastUsed
.~ w ^. cWorld . lWorld . lClock
-- the following is unsafe, but if ilInvID isn't correctly set we probably
-- will have problems elsewhere also
itRef = item ^?! ldtValue . itLocation . ilInvID
heldEffectMuzzles :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
heldEffectMuzzles t cr w =
doHeldUseEffect t cr $
uncurry (applyCME (_ldtValue t) cr) cmew
& 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
doHeldUseEffect :: LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
doHeldUseEffect t cr w = case t ^? ldtValue . itUse . heldUseEffect of
Just (RandomiseMuzzleFrames x) -> fromMaybe w $ do
i <- t ^? ldtValue . itLocation . ilInvID
let g = w ^. randGen
(is, g') = runState (shuffle [0 .. x -1]) g
return $
w & cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix i . itUse . heldAim . aimMuzzles %~ zipWith (\j mz -> mz & mzFrame .~ j) is
& randGen .~ g'
Just SwitchAlteRifle -> fromMaybe w $ do
i <- t ^? ldtValue . itLocation . ilInvID
return $
w
& cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix i
. itUse
. heldAim
. aimMuzzles
. ix 0
. mzAmmoSlot
%~ ((`mod` 2) . (+ 1))
Just NoHeldUseEffect -> w
Nothing -> w
-- 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 xs -> cWorld . lWorld . delayedEvents .++~ map f xs
_ -> id
where
f x = (x, WdWdFromItCrixWdWd (upitm x) (_crID cr) ItCrWdItemHeldEffect)
upitm x =
itm & ldtValue . itUse . heldParams . weaponRepeat .~ []
& ldtValue . itUse . heldTriggerType .~ AutoTrigger
& ldtValue . itUse . heldFrame .~ x
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 (CrWeaponFailSound (_crID cr)) (_crPos cr) click1S Nothing w
_ -> soundContinue (CrWeaponFailSound (_crID cr)) (_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
guard $ mz ^? mzFrame == t ^? ldtValue . itUse . heldFrame
let as = _mzAmmoSlot mz
amamount = _mzAmmoPerShot mz
(i, (_, mag)) <- findWithIx (isAmmoIntLink as . fst) l
availableammo <- mag ^? ldtValue . itConsumables . magLoadStatus . iaLoaded
let usedammo = case amamount of
UseUpTo x -> min x availableammo
UseExactly x
| x <= availableammo -> x
| otherwise -> 0
guard $ usedammo > 0
return
( t & ldtLeft . ix i . _2 . ldtValue . itConsumables . magLoadStatus . iaLoaded
-~ usedammo
, Just (mz, usedammo, mag)
)
makeMuzzleFlare :: Muzzle -> LabelDoubleTree ComposeLinkType Item -> Creature -> World -> World
makeMuzzleFlare mz itmtree cr = case mz ^. mzFlareType of
NoFlare -> id
BasicFlare -> basicMuzFlare pos dir
NoLightFlare -> muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
MiniGunFlare ->
(cWorld . lWorld . lights .:~ LSParam (pos `v2z` 20) 100 (V3 1 1 0.5))
. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
HeavySmokeFlare -> basicMuzFlare pos dir
LasGunFlare ->
flareCircleAt (getLaserColor itmtree) 0.8 (pos `v2z` 20)
-- . ( cWorld . lWorld . tempLightSources
-- .:~ tlsTimeRadColPos 1 100 (xyzV4 $ getLaserColor itmtree) (pos `v2z` 10)
. ( cWorld . lWorld . lights
.:~ LSParam (pos `v2z` 10) 100 (xyzV4 $ getLaserColor itmtree)
)
TeslaGunFlare ->
cWorld . lWorld . lights
.:~ LSParam (pos `v2z` 10) 100 (V3 0 0 1)
where
-- .:~ tlsTimeRadColPos 1 100 (V3 0 0 1) (pos `v2z` 10)
itm = itmtree ^. ldtValue
(moff, mrot) = heldItemOrient2D itm cr (_mzPos mz) (_mzRot mz)
pos = _crPos cr + rotateV (_crDir cr) moff
dir = _crDir cr + mrot
--{-# OPTIONS -Wno-incomplete-uni-patterns #-}
muzFlareAt :: Color -> Point3 -> Float -> World -> World
muzFlareAt col tranv dir w =
w & randGen .~ g
& cWorld . lWorld . flares <>~ thepic
where
thepic =
setLayer BloomNoZWrite . translate3 tranv . color col . rotate dir . polygon $
[ V2 0 0
, V2 a (- b)
, V2 c d
]
thestate = replicateM 4 $ state $ randomR (2, 20)
(a : b : c : d : _, g) = runState thestate $ _randGen w -- randomRs (2, 20) (_randGen w)
flareCircleAt :: Color -> Float -> Point3 -> World -> World
flareCircleAt col alphax tranv =
cWorld . lWorld . flares
<>~ setLayer
BloomNoZWrite
( translate3 tranv $
circleSolidCol (withAlpha 0 0) (withAlpha alphax col) 50
)
-- previous phaseV parameters: 0.2, 1, 5
getLaserPhaseV :: LabelDoubleTree ComposeLinkType Item -> Float
getLaserPhaseV = const 1
getLaserDamage :: LabelDoubleTree ComposeLinkType Item -> LaserType
getLaserDamage = const (DamageLaser 11)
getLaserColor :: LabelDoubleTree ComposeLinkType Item -> Color
getLaserColor = const yellow
basicMuzFlare :: Point2 -> Float -> World -> World
basicMuzFlare pos dir =
(cWorld . lWorld . lights .:~ LSParam (pos `v2z` 20) 100 (V3 1 1 0.5))
. 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
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 itmtree cr $ case _mzEffect mz of
MuzzleShootBullet -> shootBullet itmtree cr (mz, x, magtree) w
MuzzleLaser -> shootLaser itmtree cr mz w
MuzzleTesla -> shootTeslaArc itm cr mz w
MuzzleTractor -> shootTractorBeam cr w
MuzzleRLauncher -> createProjectileR itmtree magtree mz cr w
MuzzleGLauncher ->
createProjectile
(Grenade (getGrenadeHitEffect itmtree))
magtree
(getPJStabiliser itmtree)
mz
cr
w
MuzzleNozzle{} -> useGasParams mid mz itm cr $ walkNozzle mzid mz itm cr w
MuzzleShatter -> shootShatter itm cr w
MuzzleDetector ->
itemDetectorEffect
itm
(getAttachedSFLink MapperSF itmtree)
(getAttachedSFLink ARHUDSF itmtree)
cr
w
MuzzleBlink -> unsafeBlinkAction cr w
MuzzleUnsafeBlink -> blinkActionMousePos cr w
MuzzleRewind -> useRewindGun (itm ^. itID) w
MuzzleStopper -> useStopWatch itm cr w
MuzzleScroller -> useTimeScrollGun itm cr w
where
mid = magtree ^? ldtValue . itLocation . ilInvID
itm = itmtree ^. ldtValue
getAttachedSFLink ::
ItemStructuralFunction ->
LabelDoubleTree ComposeLinkType Item ->
Maybe (NewInt ItmInt)
getAttachedSFLink sf = (^? ldtRight . folding (lookup (SFLink sf)) . ldtValue . itID)
itemDetectorEffect ::
Item ->
Maybe (NewInt ItmInt) ->
Maybe (NewInt ItmInt) ->
Creature ->
World ->
World
itemDetectorEffect itm mitid armitid cr w = fromMaybe w $ do
DETECTOR dt <- itm ^? itType
return $ aRadarPulse (itm ^. itID) mitid armitid (f dt) cr w
where
f ITEMDETECTOR = ObItem
f CREATUREDETECTOR = ObCreature
f WALLDETECTOR = ObWall
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 :: Creature -> World -> World
shootTractorBeam 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 = 1
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 :: LabelDoubleTree ComposeLinkType Item -> Creature -> Muzzle -> World -> World
shootLaser itmtree cr mz w =
w
& randGen .~ g
& cWorld . lWorld . lasers
.:~ Laser
{ _lpType = getLaserDamage itmtree
, _lpPhaseV = getLaserPhaseV itmtree
, _lpPos = pos
, _lpDir = dir
, _lpColor = getLaserColor itmtree
}
where
itm = itmtree ^. ldtValue
(moff, mrot) = heldItemOrient2D itm cr (_mzPos mz) (_mzRot mz)
pos = _crPos cr + rotateV (_crDir cr) moff
dir = _crDir cr + mrot + a
(a, g) = randomR (- inacc, inacc) $ _randGen w
inacc = _mzInaccuracy mz
lasRayAt :: Color -> Int -> Float -> Point2 -> Float -> Laser
lasRayAt col dam phasev pos dir =
Laser
{ _lpType = DamageLaser dam
, _lpPhaseV = phasev
, _lpPos = pos
, _lpDir = dir
, _lpColor = col
}
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
. itConsumables
. magLoadStatus
. iaLoaded
-~ x
getBulletType ::
-- LabelDoubleTree ComposeLinkType Item ->
LabelDoubleTree ComposeLinkType Item ->
-- Muzzle ->
-- Creature ->
-- World ->
Maybe Bullet
--getBulletType itmtree magtree mz cr w =
getBulletType magtree =
magtree ^? ldtValue . itConsumables . magParams . ampBullet
-- <&> buTrajectory .~ btraj
<&> buPayload .~ bpayload
<&> buEffect .~ beffect
where
-- btraj = fromMaybe BasicBulletTrajectory $ do
-- targetingtree <- lookup WeaponTargetingLink (itmtree ^. ldtRight) -- left or right for these?
-- tp <- targetingtree ^? ldtValue . itTargeting . itTgPos . _Just
-- attree <- lookup AmmoTargetingLink (magtree ^. ldtLeft)
-- bt <- attree ^? ldtValue . itUse . ubMod . bmTrajectory
-- return $ getBulletTrajectory mz (itmtree ^. ldtValue) bt tp cr w
bpayload = fromMaybe BulSpark $ do
attree <- lookup AmmoPayloadLink (magtree ^. ldtLeft)
attree ^? ldtValue . itUse . ubMod . bmPayload
beffect = fromMaybe DestroyBullet $ do
attree <- lookup AmmoEffectLink (magtree ^. ldtLeft)
attree ^? ldtValue . itUse . ubMod . 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
-- (moff, _) = heldItemOrient2D itm cr (_mzPos mz + V2 0 offset) (_mzRot mz)
-- bulpos = _crPos cr + rotateV (_crDir cr) moff
-- 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
-- thebullet <- getBulletType itmtree magtree mz cr w
thebullet <- getBulletType magtree
return $ foldl' (&) w (replicate x (makeBullet' thebullet (itmtree ^. ldtValue) cr mz))
makeBullet' :: Bullet -> Item -> Creature -> Muzzle -> World -> World
makeBullet' bu itm cr mz w = makeBullet bu itm bulpos dir . (randGen .~ g) $ w
where
bulpos = _crPos cr + rotateV (_crDir cr) moff
(moff, mrot) = heldItemOrient2D itm cr (_mzPos mz + V2 0 offset) (_mzRot mz)
(a, g) = randomR (- inacc, inacc) $ _randGen w
dir = _crDir cr + mrot + a
inacc = _mzInaccuracy mz
offset = case itm ^? itUse . heldParams . randomOffset of
Just x | x /= 0 -> fst . randomR (- x, x) $ _randGen w
_ -> 0
-- & makeMuzzleSmoke mz itm cr
makeBullet :: Bullet -> Item -> Point2 -> Float -> World -> World
makeBullet thebullet itm bulpos dir w =
w & randGen .~ g''
& cWorld . lWorld . bullets
.:~ ( thebullet
& buPos .~ bulpos
& buOldPos .~ bulpos
& buVel %~ (rotateV dir . (muzvel *.*))
& buDrag *~ drag
)
where
g = _randGen w
(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'
mcUseHeld :: HeldItemType -> Item -> Machine -> World -> World
mcUseHeld hit = case hit of
LASER -> mcShootLaser
_ -> mcShootAuto
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 . itConsumables . magParams . ampCreateGas
gc <- itm ^? itUse . heldParams . gasCreation
return $ gasCreate fueltype gc
--pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
(moff, mrot) = heldItemOrient2D itm cr (_mzPos mz) (_mzRot mz)
pos = _crPos cr + rotateV (_crDir cr) moff
(a, g') = randomR (- inacc, inacc) g
inacc = _mzInaccuracy mz
dir = _crDir cr + mrot + 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 _ mc = cWorld . lWorld . lasers .:~ lasRayAt yellow dam phasev pos dir
where
pos = _mcPos mc +.+ 20 *.* unitVectorAtAngle dir
dir = mc ^?! mcType . _McTurret . tuDir
phasev = 1
dam = 11
mcShootAuto :: Item -> Machine -> World -> World
mcShootAuto itm mc w
| Just (FixedRate rate lastused) <- mc ^? mcType . mctTurret . tuWeapon . itUse . heldDelay
, w ^. cWorld . lWorld . lClock - rate > lastused =
w
& cWorld . lWorld . machines . ix (_mcID mc) . mcType . mctTurret . tuWeapon
. itUse
. heldDelay
. rateTimeLastUsed
.~ w ^. cWorld . lWorld . lClock
& makeBullet defaultBullet itm pos dir
| otherwise = w
where
pos = _mcPos mc +.+ 20 *.* unitVectorAtAngle dir
dir = mc ^?! mcType . _McTurret . tuDir
-- | 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 . imRootSelectedItem -- unsafe!! TODO change
(w', ip) = makeTeslaArc (_itParams itm) pos dir w
(moff, mrot) = heldItemOrient2D itm cr (_mzPos mz) (_mzRot mz)
pos = _crPos cr + rotateV (_crDir cr) moff
dir = _crDir cr + mrot
determineProjectileTracking ::
LabelDoubleTree ComposeLinkType Item ->
LabelDoubleTree ComposeLinkType Item ->
RocketHoming
determineProjectileTracking magtree itmtree =
fromMaybe NoHoming $
finddronecontrols <|> findexternaltracking
where
finddronecontrols = do
screen <- lookup RemoteScreenLink (magtree ^. ldtLeft)
_ <- lookup JoystickLink (screen ^. ldtLeft)
return $ HomeUsingRemoteScreen (screen ^. ldtValue . itID)
findexternaltracking = do
_ <- lookup AmmoTargetingLink (magtree ^. ldtLeft)
targetingtree <- lookup WeaponTargetingLink (itmtree ^. ldtRight)
return $ HomeUsingTargeting (targetingtree ^. ldtValue . itID)
createProjectileR ::
LabelDoubleTree ComposeLinkType Item ->
LabelDoubleTree ComposeLinkType Item ->
Muzzle ->
Creature ->
World ->
World
createProjectileR itmtree magtree =
createProjectile
( Rocket
(determineProjectileTracking magtree itmtree)
smoke
)
magtree
(getPJStabiliser itmtree)
where
smoke
| isJust $ lookup SmokeReducerLink (magtree ^. ldtLeft) = Just ReducedRocketSmoke
| otherwise = Nothing
getPJStabiliser :: LabelDoubleTree ComposeLinkType Item -> Maybe PJStabiliser
getPJStabiliser ldt = case lookup ProjectileStabiliserLink (ldt ^. ldtRight) of
Just ldt' -> case ldt' ^? ldtValue . itType . ibtAttach of
Just GIMBAL -> Just StabOrthReduce
Just GYROSCOPE -> Just StabSpinIncrease
_ -> Nothing
_ -> Nothing
getGrenadeHitEffect :: LabelDoubleTree ComposeLinkType Item -> GrenadeHitEffect
getGrenadeHitEffect t = case lookup GrenadeHitEffectLink (t ^. ldtRight) of
Just ldt' -> case ldt' ^? ldtValue . itType of
Just STICKYMOD -> GStick
_ -> GBounce 2
_ -> GBounce 2
createProjectile ::
ProjectileType ->
LabelDoubleTree ComposeLinkType Item ->
Maybe PJStabiliser ->
Muzzle ->
Creature ->
World ->
World
createProjectile pjtype magtree stab muz cr = fromMaybe failsound $ do
magid <- magtree ^? ldtValue . itLocation . ilInvID
ammoitem <- cr ^? crInv . ix magid
let rdetonate =
(^. ldtValue . itID)
<$> lookup RemoteDetonatorLink (magtree ^. ldtLeft)
rscreen =
(^. ldtValue . itID)
<$> lookup RemoteScreenLink (magtree ^. ldtLeft)
aparams <-
((magtree ^? ldtLeft) >>= lookup AmmoPayloadLink >>= (^? ldtValue . itType . ibtAttach . shellPayload))
<|> ammoitem ^? itConsumables . magParams . ampPayload
return $
createShell rdetonate rscreen stab pjtype aparams muz cr
. startthesound
where
-- the sound should be moved to the projectile firing
startthesound =
soundMultiFrom
[CrWeaponSound (_crID cr) j | j <- [0 .. 3]]
(_crPos cr)
tap4S
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'
---- 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
useStopWatch :: Item -> Creature -> World -> World
useStopWatch itm _ =
timeFlow
.~ PausedTimeFlow
{ _timeFlowCharge = 100
, _scrollItemID = _itID itm
}
useTimeScrollGun :: Item -> Creature -> World -> World
useTimeScrollGun itm _ =
timeFlow
.~ ItemScrollTimeFlow
{ _scrollSmoothing = 0
, --, _reverseAmount = itm ^?! itUse . leftConsumption . wpCharge
_reverseAmount = 100
, _futureWorlds = []
, _scrollItemID = _itID itm
}
useRewindGun :: NewInt ItmInt -> World -> World
useRewindGun i =
timeFlow
.~ RewindLeftClick
{ -- { _reverseAmount = itm ^?! itUse . leftConsumption . wpCharge
_reverseAmount = 100
, _scrollItemID = i
}
dropInventoryPath ::
Int ->
InventoryPathing ->
LocationLDT ItemLink ComposedItem ->
Creature ->
World ->
World
dropInventoryPath i ip loc cr w = case ip of
ABSOLUTE -> fromMaybe w $ do
guard $ i `IM.member` (cr ^. crInv)
return $ dropItem cr i w
RELCURS -> fromMaybe w $ do
j <- cr ^? crManipulation . manObject . imSelectedItem
guard $ (i + j) `IM.member` (cr ^. crInv)
return $ dropItem cr (i + j) w
RELITEM -> fromMaybe w $ do
j <- loc ^? locLDT . ldtValue . _1 . itLocation . ilInvID
guard $ (i + j) `IM.member` (cr ^. crInv)
return $ dropItem cr (i + j) w
useInventoryPath ::
PressType ->
Int ->
InventoryPathing ->
LocationLDT ItemLink ComposedItem ->
Creature ->
World ->
World
useInventoryPath pt i ip loc cr w = case ip of
ABSOLUTE -> fromMaybe w $ do
guard $ i `IM.member` (cr ^. crInv)
return $ w & cWorld . lWorld . delayedEvents .:~ (1, UseInvItem i pt)
RELCURS -> fromMaybe w $ do
j <- cr ^? crManipulation . manObject . imSelectedItem
guard $ (i + j) `IM.member` (cr ^. crInv)
return $
w
& cWorld . lWorld . delayedEvents .:~ (1, UseInvItem (i + j) pt)
RELITEM -> fromMaybe w $ do
j <- loc ^? locLDT . ldtValue . _1 . itLocation . ilInvID
guard $ (i + j) `IM.member` (cr ^. crInv)
return $
w
& cWorld . lWorld . delayedEvents .:~ (1, UseInvItem (i + j) pt)
--useRewindGun _ _ w = case w ^. cwTime . rewindWorlds of
-- [w'] -> w & cwTime . maybeWorld .~ Just' w'
-- (w' : ws) -> w
-- & cwTime . maybeWorld
-- .~ Just' w'
-- & cwTime . rewindWorlds .~ ws
-- _ -> w