Files
loop/src/Dodge/WorldEvent/Shockwave.hs
T
2022-07-11 20:26:19 +01:00

120 lines
3.7 KiB
Haskell

module Dodge.WorldEvent.Shockwave
( makeShockwaveAt
, inverseShockwaveAt
, drawShockwave
, mvShockwave
) where
import Dodge.Data
import Dodge.Wall.Damage
import Dodge.Base
import Dodge.Zone
import Geometry
import Picture
import LensHelp
--import Data.Foldable
import qualified Data.IntMap.Strict as IM
import qualified Streaming.Prelude as S
-- currently very effective against walls
makeShockwaveAt
:: [Int] -- ^ IDs of invulnerable creatures.
-> Point2 -- ^ Center of shockwave.
-> Float -- ^ Maximal radius.
-> Int -- ^ Damage caused per frame.
-> Float -- ^ Amount of pushback per frame.
-> Color -- ^ Color of shockwave.
-> World -- ^ Start world.
-> World
makeShockwaveAt is p rad dam push col = instantParticles .:~ Shockwave
{ _ptUpdate = mvShockwave is
, _ptColor = col
, _ptPos = p
, _ptRad = rad
, _ptDam = dam
, _ptPush = push
, _ptMaxTime = 10
, _ptTimer = 10
}
{- Shockwave picture. -}
drawShockwave :: Particle -> Picture
drawShockwave pt = setDepth 20
. setLayer BloomLayer
. uncurryV translate (_ptPos pt)
. color (_ptColor pt)
$ thickCircle rad thickness
where
r = _ptRad pt
thickness = tFraction**2 * r
rad = r - (3/4) * r * tFraction
tFraction = fromIntegral (_ptTimer pt) / fromIntegral (_ptMaxTime pt)
mvShockwave
:: [Int] -- ^ IDs of invulnerable creatures.
-> World -> Particle -> (World, Maybe Particle)
mvShockwave is w pt
| _ptTimer pt <= 0 = ( w , Nothing)
| otherwise = (doDams w , Just $ pt & ptTimer -~ 1)
where
r = _ptRad pt
p = _ptPos pt
push = _ptPush pt
dam = _ptDam pt
t = _ptTimer pt
tFraction = fromIntegral t / fromIntegral (_ptMaxTime pt)
rad = r - (3/4) * r * tFraction
doDams w' = over creatures (IM.map damCr)
. runIdentity
$ S.fold_
(flip $ damageWall (Damage EXPLOSIVE 10000 p p p NoDamageEffect))
w'
id
hitBlocks
hitBlocks = S.map snd . overlapCircWalls p rad $ wlsInsideCirc p rad w
-- this is not expansive enough
damCr cr
| _crID cr `elem` is || dist (_crPos cr) p >= rad + _crRad cr = cr
| otherwise = cr & crState . csDamage .:~
Damage PUSHDAM dam cpos cpos cpos
(PushBackDamage (25 * push *.* squashNormalizeV (_crPos cr -.- p)))
where
cpos = _crPos cr
{- Create a shockwave going from an outside circle into a center point. -}
inverseShockwaveAt
:: Point2 -- Center position
-> Float -- Radius
-> Int -- Damage
-> Float -- Push amount
-> World
-> World
inverseShockwaveAt p rad dam push = instantParticles .:~ Shockwave
{ _ptUpdate = moveInverseShockwave
, _ptColor = cyan
, _ptPos = p
, _ptRad = rad
, _ptDam = dam
, _ptPush = push
, _ptMaxTime = 10
, _ptTimer = 10
}
moveInverseShockwave
:: World
-> Particle
-> (World, Maybe Particle)
moveInverseShockwave w pt
| t <= 0 = ( w, Nothing)
| otherwise = (dams w, Just $ ptTimer -~ 1 $ pt )
where
p = _ptPos pt
r = _ptRad pt
t = _ptTimer pt
rad = r - 0.1 * r * fromIntegral (10 - t)
dams = over creatures (IM.map damCr) -- . flip (foldr (damageBlocksBy 1)) hitBlocks
-- hitBlocks = wallsOnCirc' p rad $ wallsNearPoint' p w
damCr cr
| dist (_crPos cr) p >= rad + _crRad cr = cr
| otherwise = cr & crState . csDamage .:~
Damage PUSHDAM 1 cpos cpos cpos (PushBackDamage $ 25 *.* squashNormalizeV (p -.- cpos))
where
cpos = _crPos cr