Files
loop/src/Dodge/Creature/Picture.hs
T
2021-09-18 15:38:46 +01:00

263 lines
8.2 KiB
Haskell

{- |
Drawing of creatures.
Takes into account damage etc. -}
module Dodge.Creature.Picture
( basicCrPict
, circLine
, picAtCrPos
, picAtCrPosNoRot
) where
import Dodge.Data
--import Dodge.Data.DamageType
--import Dodge.Base
--import Dodge.Creature.Stance.Data
import Dodge.Creature.Perception.Data
--import Dodge.Creature.State.Data
import Dodge.Creature.Stance.Data
--import Dodge.Creature.Memory.Data
import Dodge.Creature.Test
--import Dodge.Creature.AlertLevel.Data
--import Dodge.Picture.Layer
import Dodge.Item.Data
import Dodge.Clock
import Picture
import Geometry
import Shape
import ShapePicture
--import Geometry.Vector3D
import Control.Lens
import qualified Data.IntMap.Strict as IM
import qualified Data.Vector as V
basicCrPict
:: Color -- ^ Creature color
-> Creature
-> World
-> SPic
basicCrPict col cr w = SPic (basicCrShape col cr) $ pictures $
targetingPic ++
[ creatureDisplayText w cr
, tr . rotdir $ _spPicture $ drawEquipment cr
]
where
targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just)
tr = uncurryV translate (_crPos cr)
rotdir = rotate (_crDir cr)
basicCrShape
:: Color -- ^ Creature color
-> Creature
-> Shape
basicCrShape col cr = tr $ mconcat
[ rotdir $ _spShape $ drawEquipment cr
, translateSHz 25 . dm . rotdir $ scalp cr
, dm . rotmdir $ feet cr
, dm . rotdir $ upperBody col cr
]
where
dm = damageModSH cr
tr = uncurryV translateSHf (_crPos cr)
rotdir = rotateSH (_crDir cr)
rotmdir = rotateSH (_crMvDir cr)
. colorSH (greyN 0.3)
creatureDisplayText :: World -> Creature -> Picture
creatureDisplayText w cr
= setLayer 4
. setDepth 50
. translate x y
. color white
. rotate a
. scale theScale theScale
. text
$ clockCycle 50 (V.fromList [crDisplayAwake, crDisplayAlert]) w cr
where
campos = _cameraViewFrom w
theScale = 0.15 / _cameraZoom w
cpos = _crPos cr
v = cpos -.- campos
a = argV v - 0.5 * pi
(V2 x y) = campos +.+ v +.+ _crRad cr *.* normalizeV v
crDisplayAlert :: Creature -> String
crDisplayAlert cr
| isSuspicious = "?"
| isCognizant = "!"
| otherwise = "."
where
imAwarenesses = _crAwarenessLevel (_crPerception cr)
isSuspicious = any f imAwarenesses && not (null imAwarenesses)
isCognizant = any g imAwarenesses && not (null imAwarenesses)
f (Suspicious _) = True
f _ = False
g (Cognizant _) = True
g _ = False
crDisplayAwake :: Creature -> String
crDisplayAwake cr = case _crAwakeLevel (_crPerception cr) of
Comatose -> "-"
Asleep -> "Z"
Lethargic -> "L"
Vigilant -> "V"
Overstrung -> "O"
--damageMod :: Creature -> Picture -> Picture
--damageMod cr pic = piercingMod $ bluntScale pic
-- where
-- cdir = _crDir cr
-- pastDams = _crPastDamage $ _crState cr
-- bluntDam :: Maybe Point2
-- bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
-- bluntScale = case fmap argV bluntDam of
-- Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
-- _ -> id
-- isBluntDam Blunt{} = True
-- isBluntDam _ = False
-- piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
-- isPiercingDam Piercing{} = True
-- isPiercingDam _ = False
-- piercingMod = case fmap argV piercingDam of
-- Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
-- _ -> id
damageModSH :: Creature -> Shape -> Shape
damageModSH _ = id
feet :: Creature -> Shape
feet cr = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) -> mconcat
[ translateSHf ( f sa) off aFoot
, translateSHf (-f sa) (-off) aFoot
]
Just (Walking sa RightForward) -> mconcat
[ translateSHf (-f sa) off aFoot
, translateSHf ( f sa) (-off) aFoot
]
_ -> mconcat
[ translateSHf 0 off aFoot
, translateSHf 0 (-off) aFoot
]
where
aFoot :: Shape
aFoot = upperPrismPoly 10 $ polyCirc 3 4
off = 5
sLen = _strideLength $ _crStance cr
f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
arms :: Creature -> Shape
arms cr
| oneH cr = shoulderSH . translateSHf 11 (-3) . rotateSH (-0.5) $ scaleSH (V3 1 1.5 1) aHand
| twists cr = shoulderSH . translateSHf 0 (0.5* crad) . rotateSH (-1) $ mconcat
[ translateSHf 12 4 aHand
, translateSHf 4 (-10) aHand
]
| otherwise = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) -> waistSH $ translateSHf (-f sa) (-off) aHand
Just (Walking sa RightForward) -> waistSH $ translateSHf (-f sa) off aHand
_ -> emptySH
where
aHand :: Shape
aHand = translateSHz (-4) . upperPrismPoly 4 $ polyCirc 3 4
crad = _crRad cr
off = 8
sLen = _strideLength $ _crStance cr
f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
scalp :: Creature -> Shape
scalp cr
| twists cr = translateSHf 0 (0.5*crad) . rotateSH (-1) $ translateSHf (negate 0.25 * crad) 0.25 fhead
| oneH cr = rotateSH 0.5 $ translateSHf (0.25 * crad) 0 fhead
| otherwise = translateSHf (0.25 * crad) 0 fhead
where
fhead = colorSH (greyN 0.9) . upperPrismPoly 5 . polyCirc 3 $ crad * 0.5
crad = _crRad cr
oneH :: Creature -> Bool
oneH cr = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
where
crIt = _crInv cr IM.! _crInvSel cr
twists :: Creature -> Bool
twists cr = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist
where
crIt = _crInv cr IM.! _crInvSel cr
torso :: Creature -> Shape
torso cr
| oneH cr = rotateSH 0.5 $ mconcat
[ translateSHf 0 3 . rotateSH (negate 0.2) $ aShoulder
, translateSHf 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
| twists cr = translateSHf 0 (0.5* crad) . rotateSH (-1) $ mconcat
[ rotateSH (negate 0.2) . translateSHf 2 3 . rotateSH (negate 0.4) $ aShoulder
, rotateSH (negate 0.2) . translateSHf 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
| otherwise = mconcat
[ translateSHf 0 3 . rotateSH (negate 0.2) $ aShoulder
, translateSHf 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
where
--aShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPoly 10 $ polyCirc 3 crad
aShoulder = scaleSH (V3 crad crad 1) baseShoulder
crad = _crRad cr
baseShoulder :: Shape
baseShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPoly 10 $ polyCirc 3 1
upperBody :: Color -> Creature -> Shape
upperBody col cr = colorSH (light4 col) $ mconcat
[ arms cr
, shoulderSH $ torso cr
]
--naked :: Color -> Creature -> Picture
--naked _ cr
-- | strikeMelee = shoulderH . color white $ circleSolid $ _crRad cr
-- | pdam > 200 = shoulderH . color red $ circleSolid $ _crRad cr
-- | pdam > 99 = shoulderH . color white $ circleSolid $ _crRad cr
-- | otherwise = []
-- where
-- strikeMelee = _crMeleeCooldown cr > 5
-- pdam = sum $ concatMap (map _dmAmount) pastDams
-- pastDams = _crPastDamage $ _crState cr
shoulderSH :: Shape -> Shape
shoulderSH = translateSHz 20
waistSH :: Shape -> Shape
waistSH = translateSHz 10
light4 :: Color -> Color
light4 = light . light . light . light
--drawAwakeLevel
-- :: Creature
-- -> Picture
--drawAwakeLevel cr = case cr ^? crAttentionDir of
-- Just (AttentiveTo [0]) -> setPos . color red $ circleSolid 5
-- _ -> setPos . color blue $ circleSolid 5
-- where
-- setPos = translate 0 (_crRad cr)
drawEquipment
:: Creature
-> SPic
drawEquipment cr = mconcat $ map f $ IM.toList (_crInv cr)
where
f (i,it) = case it ^? itEquipPict of
Just g -> g cr i
_ -> emptyBlank
circLine :: Float -> Picture
circLine x = line [V2 0 0,V2 x 0]
picAtCrPos :: Picture -> Creature -> World -> SPic
--{-# INLINE picAtCrPos #-}
picAtCrPos thePic cr _ = SPic emptySH $ tranRot (_crPos cr) (_crDir cr) thePic
picAtCrPosNoRot :: Picture -> Creature -> World -> SPic
--{-# INLINE picAtCrPos #-}
picAtCrPosNoRot thePic cr _ = SPic emptySH $ uncurryV translate (_crPos cr) thePic