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loop/src/Dodge/Projectile/Create.hs
T

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2.8 KiB
Haskell

module Dodge.Projectile.Create (
createShell,
PJStabiliser (..),
) where
--import Dodge.Data.ComposedItem
--import Dodge.Data.DoubleTree
import qualified Quaternion as Q
import Dodge.Data.Muzzle
import Data.Maybe
import Dodge.Data.World
import Dodge.Item.Location
import Geometry
import qualified IntMapHelp as IM
import LensHelp
import NewInt
data PJStabiliser
= StabOrthReduce
| StabSpinIncrease
-- assumes the mscreen is in your inventory
createShell ::
(Point3, Q.Quaternion Float) ->
Maybe (NewInt ItmInt) ->
Maybe (NewInt ItmInt) ->
Maybe PJStabiliser ->
ProjectileType ->
Payload ->
Muzzle ->
Creature ->
World ->
World
createShell (p,q) mdetonator mscreen stab pjtype payload muz cr w =
w
& updatescreen
& updatedetonator
& cWorld . lWorld . projectiles . at i
?~ Shell
{ _pjPos = pos
, _pjZ = 20
, _pjZVel = 5
, _pjVel = rotateV dir (V2 speed 0) + crvelcomponent
, _pjID = i
, _pjDir = dir
, _pjSpin = 0
, _pjSpinFactor = spinfactor
, _pjPayload = payload
, _pjTimer = lifespan
, _pjUpdates =
anyspin
<> [ RemoteDirectionPU (lifespan - thrustdelay) 0
]
<> thrustorgrav
, _pjType = pjtype
, _pjDetonatorID = mdetonator
, _pjScreenID = mscreen
}
where
crvelcomponent = case stab of
Just StabOrthReduce -> projV (cr ^. crPos - cr ^. crOldPos) (unitVectorAtAngle dir)
_ -> cr ^. crPos - cr ^. crOldPos
anyspin = case stab of
Just StabOrthReduce -> []
Just StabSpinIncrease -> [StartSpinPU (lifespan - 15) (_crID cr) 4]
_ -> [StartSpinPU (lifespan - 15) (_crID cr) 2]
spinfactor = case stab of
Just StabOrthReduce -> 0
Just StabSpinIncrease -> 2
_ -> 1
speed = case pjtype of
Grenade{} -> 4
Rocket{} -> 1
RetiredProjectile -> 0
lifespan = 350
thrustorgrav = case pjtype of
Grenade{} -> []
Rocket{} -> [ThrustPU (lifespan - thrustdelay) 0]
RetiredProjectile -> []
thrustdelay = 20
updatedetonator = fromMaybe id $ do
screenid <- mdetonator
return $
pointerToItemID screenid . itUse . uaParams
. apProjectiles
.:~ i
updatescreen = fromMaybe id $ do
screenid <- mscreen
return $
pointerToItemID screenid . itUse . uaParams
. apProjectiles
.:~ i
i = IM.newKey $ w ^. cWorld . lWorld . projectiles
dir = _crDir cr + _mzRot muz
pos = _crPos cr + xyV3 p + rotateV dir (_mzPos muz)