Files
loop/src/Dodge/Creature/Picture.hs
T
2026-04-03 15:45:43 +01:00

183 lines
5.9 KiB
Haskell

{- |
Drawing of creatures.
Takes into account damage etc.
-}
module Dodge.Creature.Picture (
basicCrPict,
deadScalp,
deadUpperBody,
deadFeet,
drawChaseCrit,
drawHoverCrit,
) where
import Dodge.Base.Collide
import Control.Monad
import Data.Maybe
import Dodge.Data.World
import Linear
import Dodge.Data.Equipment.Misc
import Dodge.Creature.HandPos
import qualified Data.IntMap.Strict as IM
import Control.Lens
import Dodge.Creature.Radius
import Dodge.Creature.Shape
--import Dodge.Creature.Test
import Dodge.Damage
--import Dodge.Data.Creature
import Dodge.Item.Draw
import Dodge.Item.Grammar
import Geometry
import Picture
import qualified Quaternion as Q
import Shape
--import Shape
import ShapePicture
basicCrPict :: IM.IntMap Item -> Creature -> SPic
basicCrPict m cr = drawEquipment m cr <> noPic (basicCrShape cr)
crCamouflage :: Creature -> CamouflageStatus
crCamouflage _ = FullyVisible
basicCrShape :: Creature -> Shape
basicCrShape cr
| crCamouflage cr == Invisible = mempty
| otherwise =
scaleSH (V3 crsize crsize crsize) $
mconcat
[ colorSH (_skinHead cskin) . overPosSH (translateToES cr OnHead) $ scalp
, colorSH (_skinUpper cskin) $ upperBody cr
, rotmdir $ colorSH (_skinLower cskin) $ feet cr
]
where
cskin = crShape $ _crType cr
crsize = 0.1 * crRad (cr ^. crType)
rotmdir = rotateSH (_crMvDir cr - _crDir cr)
drawHoverCrit :: Creature -> Shape
drawHoverCrit cr = colorSH (_skinHead cskin)
(overPosSH (Q.apply tpq) $ upperBoxHalf Medium Typical 1 $ square 4)
<> colorSH (_skinUpper cskin)
(mconcat [overPosSH (Q.apply $ f a) $ upperBox Medium Typical 1 $ polyCirc 3 5 | a <- [0,pi/2,pi,1.5*pi]])
where
cskin = crShape $ _crType cr
f a = tpq `Q.comp` (1 & _xy .~ rotateV a 5, Q.qid)
tpq = (V3 0 0 0, Q.qid)
drawChaseCrit :: World -> Creature -> Shape
drawChaseCrit w cr = mconcat
[ chaseUpperBody w cr
, rotmdir $ colorSH (_skinLower cskin) $ feet cr
]
where
cskin = crShape $ _crType cr
rotmdir = rotateSH (_crMvDir cr - _crDir cr)
chaseUpperBody :: World -> Creature -> Shape
chaseUpperBody w cr = colorSH (_skinUpper cskin)
(overPosSH (Q.apply torsoq) (upperPrismPolyHalfMI tz $ polyCirc 3 12
& each %~ vNormal
& each . _y *~ 0.6)
<> overPosSH (Q.apply neckq) (upperPrismPolyHalfMI 3 $ (+ V2 8 0) . vNormal <$> trapTBH 2 5 8)
)
<> colorSH (_skinHead cskin)
(overPosSH (Q.apply headq) (upperBox Medium Important 2 [V2 0 (-4), V2 9 0, V2 0 4]))
where
-- time = fromIntegral (mod (w ^. unpauseClock) 100) / 5
tz = 4
cskin = crShape $ _crType cr
torsoq = (V3 0 0 (10 + tz + tbob),Q.qid)
mcool = 1 - min 10 (fromIntegral . _meleeCooldown $ _crType cr) / 10
neckq = torsoq `Q.comp` (V3 6 0 0, Q.qz aimrot * Q.axisAngle (V3 0 1 0) (-1.8*mcool))
headq = neckq `Q.comp` (V3 16 0 0, Q.axisAngle (V3 0 1 0) (2*mcool+vocaltilt) * Q.qz aimrot )
vocaltilt = case cr ^? crVocalization . vcTime of
Just x | x < 20 -> -pi * 0.05 * (10 - abs (fromIntegral x - 10))
_ -> 0
sLen = strideLength cr
tbob = 5 * (1 - oneSmooth (abs llegpos))
llegpos = case (cr ^? crType . strideAmount,cr ^? crType . footForward) of
(Just sa, Just LeftForward) -> f sa
(Just sa, Just RightForward) -> -f sa
_ -> 0
--tbob = 2 * oneSmooth ((sLen - 2*i) / sLen)
f i = (sLen - 2*i) / sLen
cxy = cr ^. crPos . _xy
aimrot = fromMaybe pi $ do
i <- cr ^. crIntention . targetCr
tcxy <- w ^? cWorld . lWorld . creatures . ix i . crPos . _xy
guard $ hasLOSIndirect cxy tcxy w
return . (0.5*) . nearZeroAngle $ argV (tcxy - cxy) - cr ^. crDir
oneSmooth :: Float -> Float
oneSmooth x = sin (pi * x * 0.5)
feet :: Creature -> Shape
{-# INLINE feet #-}
feet cr = case (cr ^? crType . strideAmount,cr ^? crType . footForward) of
(Just sa,Just LeftForward) -> sh (f sa)
(Just sa,Just RightForward) -> sh (-f sa)
_ -> sh 0
where
sh x = translateSHxy x off aFoot <> translateSHxy (- x) (- off) aFoot
aFoot = upperPrismPolyST 10 $ polyCirc 3 4
off = 5
sLen = strideLength cr
-- f i = 8 * (sLen - 2*i) / sLen
f i = 8 * oneSmooth ((sLen - 2*i) / sLen)
deadFeet :: Creature -> Shape
{-# INLINE deadFeet #-}
deadFeet = feet
arms :: Creature -> Shape
{-# INLINE arms #-}
arms cr =
(^. _1) $
translateToRightHand cr aHand
<> translateToLeftHand cr aHand
where
aHand = noPic $ translateSHz (-2) . upperPrismPolyHalfST 2 $ polyCirc 3 4
deadScalp :: Creature -> Shape
--deadScalp cr = deadRot cr . translateSHz 5 . scalp $ cr
--deadScalp cr = deadRot cr . translateSHz (-5) . scalp $ cr
deadScalp _ = translateSH (V3 (-13) 0 0) scalp
deadRot :: Creature -> Shape -> Shape
deadRot cr = overPosSH (Q.rotateToZ d)
where
d =
maybe
(V3 1 0 0)
(addZ 0 . unitVectorAtAngle . subtract (_crDir cr + pi))
(damageDirection $ _crDamage cr)
scalp :: Shape
{-# INLINE scalp #-}
scalp = (colorSH (greyN 0.9) . upperPrismPolyHalfST 5 $ polyCirc 3 5)
& each . sfShadowImportance .~ Unimportant
torso :: Creature -> Shape
{-# INLINE torso #-}
torso cr = overPosSH (translateToES cr OnBack) tsh
where
tsh = ashoulder 3 (-0.2) <> ashoulder (-3) 0.2
ashoulder y a = translateSHxy 0 y . rotateSH a $ scaleSH (V3 10 10 1) baseShoulder
deadUpperBody :: Creature -> Shape
deadUpperBody cr = deadRot cr . translateSHz (negate 10) . upperBody $ cr
baseShoulder :: Shape
{-# INLINE baseShoulder #-}
--baseShoulder = translateSHz (-20) . scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI 10 $ polyCirc 3 1
baseShoulder = scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI 10 $ polyCirc 3 1
upperBody :: Creature -> Shape
{-# INLINE upperBody #-}
upperBody cr = arms cr <> torso cr
drawEquipment :: IM.IntMap Item -> Creature -> SPic
{-# INLINE drawEquipment #-}
drawEquipment m cr = foldMap (itemEquipPict cr) (invDT . fmap (\i -> m ^?! ix i) $ _crInv cr)