Files
loop/src/Dodge/Projectile/Create.hs
T
2024-09-21 19:42:28 +01:00

102 lines
3.6 KiB
Haskell

module Dodge.Projectile.Create where
import Dodge.SoundLogic
import Control.Monad
import Data.Maybe
import Dodge.Data.World
import Geometry
import qualified IntMapHelp as IM
import LensHelp
import qualified SDL
createProjectile' :: Maybe Int -> Muzzle -> Item -> Creature -> World -> World
createProjectile' mmagid muz itm cr = fromMaybe failsound $ do
magid <- mmagid
ammoitem <- cr ^? crInv . ix magid
matype <- ammoitem ^? itUse . amagType
guard $ matype == ProjectileAmmo
j <- ammoitem ^? itLocation . ipInvID
pt <- ammoitem ^? itUse . amagParams . ampPjCreation
return $ case pt of
CreateShell -> fireShell ammoitem muz itm cr . extrafuncs j
CreateTrackingShell -> fireTrackingShell ammoitem muz itm cr . extrafuncs j
where
--extrafuncs j = cancelanyreloading . startthesound . useammo j
extrafuncs j = startthesound . useammo j
useammo j = cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix j . itUse . amagLoadStatus . iaLoaded -~ 1
--cancelanyreloading = cWorld . lWorld . creatures . ix (_crID cr) %~ crCancelReloading
-- the sound should be moved to the projectile firing
startthesound = soundMultiFrom [CrWeaponSound (_crID cr) j | j <- [0..3]] (_crPos cr) tap4S Nothing
failsound w' = case w' ^? input . mouseButtons . ix SDL.ButtonLeft of
Just 0 -> soundStart (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w'
_ -> soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w'
fireShell :: Item -> Muzzle -> Item -> Creature -> World -> World
fireShell ammoitem muz it cr =
makeShell
ammoitem
muz
it
cr
[ PJShellCollisionCheck
, PJDecTimMvVel
, PJSpin 335 (_crID cr) spinamount
, PJThrust (350 - thrustdelay) 0
, PJReduceSpin (1 - fromIntegral spindrag * 2 / 200)
]
where
params = _itParams it
spindrag = _shellSpinDrag params
spinamount = _shellSpinAmount params
thrustdelay = _shellThrustDelay params
makeShell :: Item -> Muzzle -> Item -> Creature -> [ProjectileUpdate] -> World -> World
makeShell ammoitem muz it cr theupdate w = fromMaybe w $ do
aparams <- ammoitem ^? itUse . amagParams
return $
w & cWorld . lWorld . projectiles . at i
?~ Shell
{ _prjPos = pos
, _prjZ = 20
, _prjStartPos = pos
, _prjVel = rotateV dir (V2 1 0)
, _prjDraw = DrawShell
, _prjID = i
, _prjAcc = rotateV dir (V2 3 0)
, _prjDir = dir
, _prjSpin = 0
, _prjPayload = _ampPayload aparams
, _prjTimer = 350
, _prjUpdates = theupdate
, _prjMITID = Just $ _itID it
}
where
i = IM.newKey $ w ^. cWorld . lWorld . projectiles -- _props (_cWorld w)
dir = _crDir cr + _mzRot muz
pos = _crPos cr +.+ rotateV dir (_mzPos muz)
--am = _heldConsumption $ _itUse it
fireTrackingShell :: Item -> Muzzle -> Item -> Creature -> World -> World
fireTrackingShell ammoitem muz it cr = fromMaybe id $ do
return $
makeShell
ammoitem
muz
it
cr
[ PJRemoteShellCollisionCheck
, PJDecTimMvVel
, PJSpin 335 (_crID cr) spinamount
, PJTrack (350 - thrustdelay) 0 (_itID it)
, PJThrust (350 - thrustdelay) 0
, PJReduceSpin (1 - fromIntegral spindrag * 2 / 200)
]
where
spinamount = _shellSpinAmount params
thrustdelay = _shellThrustDelay params
spindrag = _shellSpinDrag params
params = _itParams it