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loop/src/Dodge/Item/Weapon/Grenade.hs
T

320 lines
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Haskell

module Dodge.Item.Weapon.Grenade
where
import Dodge.Data
import Dodge.Picture.Layer
import Dodge.WorldEvent.Explosion
import Dodge.Item.Weapon.TriggerType
import Dodge.Item.Weapon.Remote
import Dodge.Default
import Dodge.Default.Weapon
import Dodge.Base
import Dodge.Zone
import Dodge.SoundLogic
import Dodge.Item.Draw
import Dodge.Item.Weapon.InventoryDisplay
import Dodge.Item.Weapon.ExtraEffect
import Dodge.Item.Attachment
import Picture
import Geometry
import ShapePicture
import Shape
import qualified IntMapHelp as IM
import Data.Maybe
import Control.Lens
grenade :: Item
grenade = Throwable
{ _itName = "GRENADE " ++ show fuseTime
, _itDimension = defaultItemDimension
, _itCurseStatus = Uncursed
, _itIdentity = Grenade
, _itMaxStack = 8
, _itAmount = 1
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
, _twMaxRange = 150
, _twAccuracy = 30
, _itUse = \_ -> throwGrenade makeExplosionAt
, _itUseModifiers =
[ useTimeCheckI
]
, _itAimingSpeed = 1
, _itAimingRange = 0
, _itZoom = defaultItZoom
, _itAimZoom = defaultItZoom {_itZoomMax = f fuseTime, _itZoomMin = f fuseTime}
, _itEquipPict = pictureWeaponOnAim' $ \_ -> grenadePic fuseTime
, _itID = Nothing
, _itUseRate = 25
, _itUseTime = 0
, _itAttachment = ItFuse fuseTime
, _itInvColor = white
, _itInvDisplay = basicWeaponDisplay
, _itEffect = wpRecock
, _itHammer = HammerUp
, _itScroll = changeFuse
, _itAimStance = OneHand
}
where
fuseTime = 50
f x = 50 / fromIntegral x
moveGrenade :: Prop -> World -> World
moveGrenade pj w
| _pjTimer pj <= 0 = w
& props %~ IM.delete pID
& _pjPayload pj (_pjPos (_props w IM.! pID))
| otherwise = case collideCircWalls oldPos newPos 4 $ wallsNearPoint newPos w of
Nothing -> w & props . ix pID %~ normalUpdate
Just (p,v) -> w
& soundStart (Tap 0) p tapQuietS Nothing
& props . ix pID %~ ( ( pjPos .~ p ) . ( pjTimer -~ 1 ) . (pjVel .~ v) )
where
pID = _pjID pj
normalUpdate = (pjTimer -~ 1)
. (pjZ %~ (max 0 . (+ _pjVelZ pj)))
. (pjVelZ -~ 0.1)
. ( pjPos .~ newPos )
oldPos = _pjPos pj
newPos = _pjVel pj +.+ oldPos
grenadePic :: Int -> SPic
grenadePic time =
( colorSH (dark $ dark green) $ upperPrismPolyHalf 5 $ polyCirc 3 5
, pictures
[ color green $ arc (degToRad $ (179 * fromIntegral time / 50) - 180 )
(degToRad $ 180 - (179 * fromIntegral time / 50) )
5
]
)
grenadeDraw :: Float -> Prop -> SPic
grenadeDraw dir prop = translateSPz z $ uncurryV translateSPf p $ rotateSP dir $ grenadePic time
where
p = _pjPos prop
time = _pjTimer prop
z = _pjZ prop
throwGrenade
:: (Point2 -> World -> World) -- ^ Payload
-> Creature
-> World
-> World
throwGrenade thePayload cr w = setWp $ removePict $ over props addG w
where
n = _crID cr
addG = IM.insert i $ Bomb
{ _pjPos = p
, _pjZ = 10
, _pjVelZ = 2
, _pjVel = v
, _prDraw = grenadeDraw dir
, _pjID = i
, _pjUpdate = moveGrenade
, _pjPayload = thePayload
, _pjTimer = fuseTime
}
j = _crInvSel cr
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> (,) emptySH blank
i = newProjectileKey w
v' = 1 / (fromIntegral fuseTime * _cameraZoom w) *.* rotateV (_cameraRot w) ( _mousePos w)
v | magV v' > 6 = 6 *.* normalizeV v'
| otherwise = v'
p' = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr) 0)
p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr-4) 0)
| otherwise = p'
dir = argV v
setWp :: World -> World
setWp w' = w' & creatures . ix n . crInv . ix j . itEffect .~ throwArmReset 20
fuseTime = _itFuseTime $ _itAttachment $ _crInv cr IM.! j
throwArmReset :: Int -> ItEffect
throwArmReset x = ItInvEffect {_itInvEffect = f ,_itEffectCounter = x }
where
f _ cr i = creatures . ix (_crID cr) . crInv %~ IM.adjust counterDown i
counterDown it
| _itEffectCounter (_itEffect it) == 0 = it
& itHammer .~ HammerUp
& itEquipPict .~ pictureWeaponOnAim' (\_ -> grenadePic 50)
| otherwise = it & itEffect . itEffectCounter -~ 1
--flameGrenade :: Item
--flameGrenade = grenade {
-- _itName = "FLMGREN " ++ show fuseTime
-- , _itUse = \_ -> throwGrenade makeFlameExplosionAt
-- }
-- where
-- fuseTime = 50 :: Int
--
--teslaGrenade :: Item
--teslaGrenade = grenade {
-- _itName = "TLSGREN " ++ show fuseTime
-- , _itUse = \_ -> throwGrenade makeTeslaExplosionAt
-- }
-- where
-- fuseTime = 50 :: Int
--
--retireRemoteBomb :: Int -> Int -> Int -> World -> World
--retireRemoteBomb itid 0 pjid w = w
-- & pointToItem (_itemPositions w IM.! itid) %~
-- ( (itAttachment . scopePos .~ V2 0 0)
-- . (itZoom .~ defaultItZoom)
-- . (itUse .~ const throwRemoteBomb)
-- )
-- & props %~ IM.delete pjid
--retireRemoteBomb itid t pjid w = setScope w
-- & props . ix pjid . pjUpdate .~ (\_ -> retireRemoteBomb itid (t-1) pjid)
-- where
-- setScope w' = case _itemPositions w' IM.! itid of
-- InInv cid invid -> w'
-- & creatures . ix cid . crInv . ix invid . itAttachment
-- . scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
-- _ -> w'
-- pos = fromMaybe (V2 0 0) $ w ^? props . ix pjid . pjPos
moveRemoteBomb :: Int -> Int -> Int -> World -> World
moveRemoteBomb itid time pID w
| time < -4 = updatePicture
$ set (props .ix pID.pjUpdate) (\_ -> moveRemoteBomb itid (f time) pID)
w
| time < 2 = case hitWl of
Just (p,_) -> soundStart (Tap 0) p tapQuietS Nothing $ halfV updatedWorld
_ -> halfV updatedWorld
| otherwise = case hitWl of
Just (p,_) -> soundStart (Tap 0) p tapQuietS Nothing updatedWorld
_ -> updatedWorld
where
updatedWorld
= updateV $ set (props . ix pID . pjPos) finalPos
$ updatePicture
$ set (props .ix pID.pjUpdate) (\_ -> moveRemoteBomb itid (time-1) pID)
w
pj = _props w IM.! pID
oldPos = _pjPos pj
newPos = _pjVel pj +.+ oldPos
-- this is hacky, should use a version of collidePointWalls' that collides
-- circles and walls
invShift x = x -.- 5 *.* normalizeV (_pjVel pj)
hitWl = collideCircWalls oldPos newPos 4 $ wallsNearPoint newPos w
finalPos = maybe newPos (invShift . fst) hitWl
setV v = set (props . ix pID . pjVel) v
updateV = maybe id (setV . snd) hitWl
halfV = props . ix pID . pjVel %~ (0.5 *.*)
f x | x < -369 = -10
| otherwise = x - 1
updatePicture =
set (props . ix pID . prDraw)
(\_ -> (,) mempty $ onLayer PtLayer $ uncurryV translate newPos $ remoteBombPic time)
setRemoteBombScope :: Int -> Prop -> World -> World
setRemoteBombScope itid pj w' = case _itemPositions w' IM.! itid of
InInv cid invid
-> w' & creatures . ix cid . crInv . ix invid . itAttachment
. scopePos .~ (_pjPos pj -.- _crPos (_creatures w' IM.! cid))
& creatures . ix cid . crInv . ix invid . itAimZoom
.~ (defaultItZoom {_itZoomMax = 0.5, _itZoomMin = 0.5})
_ -> w'
defaultThrowable :: Item
defaultThrowable = grenade
remoteBomb :: Item
remoteBomb = defaultThrowable
{ _itName = "REMOTEBOMB"
, _itIdentity = RemoteBomb
, _itMaxStack = 1
, _itAmount = 1
, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2
[(-3,-3),(-3,3),(3,3),(3,-3)]
, _twMaxRange = 150
, _twAccuracy = 30
, _itUse = const throwRemoteBomb
, _itUseModifiers =
[ hammerCheckI
]
, _itAttachment = ItScope (V2 0 0) 0 1 True
, _itEquipPict = pictureWeaponOnAim' $ \_ -> (,) emptySH remoteBombUnarmedPic
}
throwRemoteBomb :: Creature -> World -> World
throwRemoteBomb cr w = setLocation
$ removePict
$ resetFire
$ resetName
$ over props addG w
where
cid = _crID cr
addG = IM.insert i $ Projectile
{ _pjPos = p
, _pjStartPos = p
, _pjVel = v
, _prDraw = const mempty
, _pjID = i
, _pjUpdate = \_ -> moveRemoteBomb itid 50 i
}
i = newProjectileKey w
v' = 0.02 / _cameraZoom w *.* rotateV (_cameraRot w) ( _mousePos w)
v | magV v' > 6 = 6 *.* normalizeV v'
| otherwise = v'
j = _crInvSel cr
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTE"
removePict = set (creatures . ix cid . crInv . ix j . itEquipPict) $ \ _ _ -> emptyBlank
resetFire = set (creatures . ix cid . crInv . ix j . itUse)
$ \_ -> explodeRemoteBomb itid i
p' = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr) 0)
p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr-4) 0)
| otherwise = p'
maybeitid = w ^? creatures . ix cid . crInv . ix j . itID . _Just
setLocation :: World -> World
setLocation w' = case maybeitid of
Nothing -> w' & creatures . ix cid . crInv . ix j . itID ?~ newitid
& itemPositions %~ IM.insert newitid (InInv cid j)
_ -> w'
newitid = IM.newKey $ _itemPositions w
itid = fromMaybe newitid maybeitid
explodeRemoteBomb :: Int -> Int -> Creature -> World -> World
explodeRemoteBomb itid pjid cr w
= set (props . ix pjid . pjUpdate) (\_ -> retireRemoteBomb itid 30 pjid)
-- $ set (props . ix pjid . pjDraw) (\_ -> blank)
$ set (creatures . ix cid . crInv . ix j . itUse) (\_ -> const id)
$ resetName
$ resetPict
-- $ resetScope
$ makeExplosionAt (_pjPos (_props w IM.! pjid)) w
-- - $ makeShrapnelBombAt (_pjPos (_props w IM.! pjid)) w
where
cid = _crID cr
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEBOMB"
resetPict = set (creatures . ix cid . crInv . ix j . itEquipPict )
(pictureWeaponOnAim' $ \_ -> (,) emptySH remoteBombUnarmedPic)
-- resetScope = creatures . ix cid . crInv . ix j . itScope . _Just . scopePos .~ (0,0)
j = _crInvSel $ _creatures w IM.! cid
remoteBombPic
:: Int -- ^ time
-> Picture
remoteBombPic _ = pictures
[ color (dark $ dark orange) $ circleSolid 5
]
remoteBombUnarmedPic :: Picture
remoteBombUnarmedPic = color (dark $ dark orange) $ circleSolid 5
retireRemoteBomb :: Int -> Int -> Int -> World -> World
retireRemoteBomb itid 0 pjid w = w
& pointToItem (_itemPositions w IM.! itid) %~
( (itAttachment . scopePos .~ V2 0 0)
. (itZoom .~ defaultItZoom)
. (itUse .~ const throwRemoteBomb)
)
& props %~ IM.delete pjid
retireRemoteBomb itid t pjid w = setScope w
& props . ix pjid . pjUpdate .~ (\_ -> retireRemoteBomb itid (t-1) pjid)
where
setScope w' = case _itemPositions w' IM.! itid of
InInv cid invid -> w'
& creatures . ix cid . crInv . ix invid . itAttachment
. scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
_ -> w'
pos = fromMaybe (V2 0 0) $ w ^? props . ix pjid . pjPos