Files
loop/src/Dodge/WorldEvent/SpawnParticle.hs
T
2021-03-29 23:25:48 +02:00

340 lines
16 KiB
Haskell

module Dodge.WorldEvent.SpawnParticle
where
import Dodge.Data
import Dodge.Base
import Dodge.WorldEvent.HitEffect
import Dodge.WorldEvent.ThingsHit
import Dodge.WorldEvent.Cloud
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.HelperParticle
import Dodge.WorldEvent.Bullet
import Dodge.SoundLogic
import Dodge.RandomHelp
import Dodge.Debug
import Picture
import Geometry
import Control.Lens
import qualified Data.IntMap.Strict as IM
import System.Random
import Control.Monad.State
import Data.Function (on)
import Data.List
import Data.Maybe
-- take out the flame particle from makeFlame
aFlameParticle :: Int -> Point2 -> Point2 -> Maybe Int -> Particle'
aFlameParticle t pos vel maycid = Pt'
{ _ptDraw = drawFlame vel
, _ptUpdate' = moveFlame vel
, _btVel' = vel
, _btColor' = red
, _btPos' = pos
, _btPassThrough' = maycid
, _btWidth' = 4
, _btTimer' = t
, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
}
makeFlame :: Int -> Point2 -> Point2 -> Maybe Int -> World -> World
makeFlame t pos vel maycid = over particles' (aFlameParticle t pos vel maycid : )
drawFlame :: Point2 -> Particle' -> Picture
drawFlame rotd pt = thePic
where ep = _btPos' pt
thePic = pictures
[ glow
, aPic prot2 0.2998 (scaleChange + 1,2) red
, aPic prot 0.2996 (scaleChange + 0.5,1.5) orange
, aPic prot3 0.2994 (scaleChange,1) white
]
aPic :: (Point2 -> Point2) -> Float -> Point2 -> Color -> Picture
aPic offset depth (scalex,scaley) col
= setLayer 1
. setDepth depth
. uncurry translate (offset ep)
. rotate (pi * 0.5 + argV rotd)
. scale scalex scaley
. color col
$ circleSolid 5
glow = setLayer 1 $ setDepth 0.3 $ uncurry translate ep
$ circleSolidCol (withAlpha 0 orange) (withAlpha 0.02 orange) 50
time = _btTimer' pt
scaleChange | time < 80 = 3
| otherwise = 3 - (fromIntegral time - 80) * 0.2
prot p' = p' +.+ rotateV (fromIntegral time * 1) (0,1)
prot2 p' = p' +.+ rotateV (negate $ fromIntegral time * 1) (0,1)
prot3 p' = p' +.+ rotateV (2 + fromIntegral time * 0.1) (0,2)
moveFlame :: Point2 -> World -> Particle' -> (World, Maybe Particle')
moveFlame rotd w pt
| time <= 0 = (smokeGen w, Nothing)
| otherwise = case thingsHitExceptCr (_btPassThrough' pt) sp ep w of
((p,(E3x1 cr)):_) -> (soundAndGlare damcrs , mvPt')
(thing@(p,(E3x2 wl)):_) -> (fst $ hiteff [thing] damcrs , rfl wl p)
_ -> (soundAndGlare damcrs , mvPt)
where time = _btTimer' pt
soundAndGlare = soundFrom Flame fireSound 2 500
. over worldEvents ((.) $ flameGlareAt ep)
sp = _btPos' pt
vel = _btVel' pt
ep = sp +.+ vel
mvPt = Just $ pt {_btTimer' = time - 1, _btPos' = ep
, _btPassThrough' = Nothing
,_btVel' = 0.98 *.* vel}
mvPt' = Just $ pt {_btTimer' = time - 1, _btPos' = ep
, _btPassThrough' = Nothing
,_btVel' = 0.7 *.* vel}
damcrs = foldr ($) w $ map (\cr -> fst . hiteff [(ep,E3x1 cr)]) $ filter closeCrs
$ IM.elems $ _creatures w
closeCrs cr = dist ep (_crPos cr)
< _crRad cr + 10 - min 9 (max 0 (fromIntegral time - 80))
+ 5 * angleCoeff (angleVV (ep -.- _crPos cr) rotd)
angleCoeff x = abs $ 1 - (abs $ (x * 2 - pi) / (pi))
hiteff = _btHitEffect' pt pt
rfl wl p = Just $ pt {_btTimer' = time -1, _btPos' = pOut p
, _btVel' = reflV wl--, _ptDraw = const $ thepic $ pOut p
}
pOut p = p +.+ safeNormalizeV (sp -.- p)
reflV wall = (0.3 *.* reflectIn (_wlLine wall !! 1 -.- _wlLine wall !! 0)
vel )
+.+
(0.2 *.* vel)
smokeGen = makeFlamerSmokeAt ep
makeFlameletTimed :: Point2 -> Point2 -> Maybe Int -> Float -> Int -> World -> World
makeFlameletTimed pos vel maycid size time w
= set randGen g $ over particles' ((:) theFlamelet) w
where theFlamelet =
Pt' { _ptDraw = drawFlamelet rot
, _ptUpdate' = moveFlamelet
, _btVel' = vel
, _btColor' = red
, _btPos' = pos
, _btPassThrough' = maycid
, _btWidth' = size
, _btTimer' = time
, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
}
(rot ,g) = randomR (0,3) $ _randGen w
drawFlamelet :: Float -> Particle' -> Picture
drawFlamelet rot pt = setLayer 1 $ pictures [pic , piu , pi2 , glow]
where
sp = _btPos' pt
vel = _btVel' pt
ep = sp +.+ vel
size = _btWidth' pt
siz2 = size + 0.2
time = _btTimer' pt
glow = setDepth 0.336 $ uncurry translate ep
$ circleSolidCol (withAlpha 0 red) (withAlpha 0.05 red) 30
piu = setDepth 0.334 $ uncurry translate ep
$ color (dark red) $ rotate (0 - (rot - 0.1 * fromIntegral time))
$ scale s1 s1
$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
pi2 = setDepth 0.332 $ uncurry translate ep
$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
orange (dark red)
)
$ rotate (0 - (rot + 0.2 * fromIntegral time))
$ scale s2 s2
$ polygon $ rectNSWE (siz2) (-siz2) (-siz2) (siz2)
pic = setDepth 0.33 $ uncurry translate ep
$ color (mixColors (fromIntegral (max 0 (time-2))) (10-fromIntegral time)
white (dark red)
)
$ rotate (0 - ( 0.1 * fromIntegral time + rot))
$ scale sc sc
$ polygon [(-size,-size),(size,-size),(size,size),(-size,size)]
sc = (*) 2 $ log $ 1 + fromIntegral time / 20
s1 = (*) 2 $ log $ 2 + fromIntegral time / 40
s2 = 0.5 * (sc + s1)
thepicture = pictures [pic , piu , pi2 , glow]
moveFlamelet :: World -> Particle' -> (World, Maybe Particle')
moveFlamelet w pt
| _btTimer' pt <= 0 = ( w, Nothing)
| otherwise = (damcrs, mvPt)
where
sp = _btPos' pt
vel = _btVel' pt
ep = sp +.+ vel
size = _btWidth' pt
mvPt = Just $ pt & btTimer' -~ 1
& btPos' .~ ep
& btPassThrough' .~ Nothing
& btVel' .~ 0.8 *.* vel
damcrs = foldr ($) w $ map dodam $ filter closeCrs $ IM.elems $ _creatures w
closeCrs cr = dist ep (_crPos cr) < _crRad cr + size
dodam cr = over (creatures . ix (_crID cr) . crState . crDamage)
((:) $ Flaming 3 sp ep ep)
makeGasCloud :: Point2 -> Point2 -> World -> World
makeGasCloud pos vel w = over clouds (IM.insert i theCloud)
$ set randGen g w
where i = newKey $ _clouds w
theCloud = Cloud { _clID = i
, _clPos = pos
, _clVel = vel
, _clPict = \_ -> onLayer CrLayer $ color (withAlpha 0.1 col)
$ circleSolid 20
, _clRad = 20
, _clTimer = 400
, _clEffect = cloudPoisonDamage
}
(col, g) = runState (takeOne [green,yellow]) $ _randGen w
cloudPoisonDamage :: Cloud -> World -> World
cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedCrs
where damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint (_clPos c) w
f cr = dist (_crPos cr) (_clPos c) < _crRad cr + _clRad c
doDam cr = cr & crState . crDamage %~ (:) (PoisonDam 1)
makeTeslaArcAt :: Int -> Point2 -> Float -> Projectile
makeTeslaArcAt i pos dir = Projectile
{ _pjPos = pos
, _pjStartPos = pos
, _pjVel = (0,0)
, _pjPict = onLayer PtLayer $ line [(0,0),(0,0)]
, _pjID = i
, _pjUpdate = moveTeslaArc pos dir i
}
moveTeslaArc :: Point2 -> Float -> Int -> World -> World
moveTeslaArc p d i w =
set (projectiles . ix i . pjPict) pic
$ set (projectiles . ix i . pjUpdate)
(pjTimer 2 i)
$ set randGen g
$ createSpark 8 nc q2 (argV sv + d1) Nothing
$ foldr damCrs w hitCrs
where pic = setLayer 1 $ pictures
[ onLayer PtLayer $ color (f2 nc) $ line ps'
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 20 ps'
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 25 ps'
, onLayer UPtLayer $ color (withAlpha 0.02 cyan) $ lineOfThickness 30 ps'
]
ps' = lightningMids d pers ps
ps = take 15 $ p : map f (crsLightChain p d 0 w)
f (E3x1 cr) = _crPos cr
f (E3x2 p1) = p1
f (E3x3 p1) = p1
pers = evalState (sequence $ repeat $ randInCirc 5) $ _randGen w
(nc,g) = randomR (0::Int,11) $ _randGen w
f1 (E3x1 cr) = Just $ _crID cr
f1 _ = Nothing
hitCrs = mapMaybe f1 $ take 14 $ crsLightChain p d 0 w
damCrs i = over (creatures . ix i . crHP) (\hp -> hp - 5)
f2 0 = cyan
f2 1 = azure
f2 _ = white
sID = newProjectileKey w
q1 = last $ init ps'
q2 = last ps'
hitWall = collidePointWalls q1 ((2 *.* q2) -.- q1) $ wallsNearPoint q1 w
(d1,_) = randomR (-0.7,0.7) $ _randGen w
sv = fromMaybe (q2 -.- q1) $ fmap snd hitWall
lightningMid :: Float -> Point2 -> Point2 -> Point2
lightningMid d p1 p2 = (0.25 *.* (p1 +.+ p2)) +.+ 0.5 *.* p3
where p3 = errorClosestPointOnLine 1 p1 (p1 +.+ unitVectorAtAngle d) p2
lightningMids :: Float -> [Point2] -> [Point2] -> [Point2]
lightningMids d1 (p:pers) (p1:p3:ps)
= let p2 = p +.+ lightningMid d1 p1 p3
d2 = argV $ p3 -.- p2
in p1 : p2 : lightningMids d2 pers (p3:ps)
lightningMids _ _ ps = ps
crsLightChain' :: Point2 -> Float -> World -> [Either3 Creature Point2 Point2]
crsLightChain' p d w
= case crOrWall p d w of
E3x1 cr -> E3x1 cr : crsLightChain' (_crPos cr) (argV (_crPos cr -.- p)) w
E3x2 p1 -> [E3x2 p1]
E3x3 p1 -> E3x3 p1 : crsLightChain' p1 (dChange + argV (p1 -.- p)) (set randGen g w)
-- where (dChange, g) = (0, _randGen w)
where (dChange, g) = randomR (-0.05,0.05) $ _randGen w
crsLightChain :: Point2 -> Float -> Float -> World -> [Either3 Creature Point2 Point2]
crsLightChain p d wlAttract w
= case crOrWallSensitive p d wlAttract w of
E3x1 cr -> E3x1 cr : crsLightChain (_crPos cr) (argV (_crPos cr -.- p))
(min 1 (wlAttract + 0.3)) w
E3x2 p1 -> [E3x2 p1]
E3x3 p1 -> E3x3 p1 : crsLightChain p1 (dChange + argV (p1 -.- p)) (min 1 (wlAttract + 0.3)) (set randGen g w)
-- where (dChange, g) = (0, _randGen w)
where (dChange, g) = randomR (-0.05,0.05) $ _randGen w
crOrWallSensitive :: Point2 -> Float -> Float -> World -> Either3 Creature Point2 Point2
crOrWallSensitive p dir wlAttract w = fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
$ listToMaybe $ sortBy (compare `on` g)
$ catMaybes [cr,wlp]
where cr = fmap E3x1 $ nearestCrInFront p dir 100 w
wlp = fmap E3x2 $ listToMaybe
$ sortBy (compare `on` dist p)
$ mapMaybe
( fmap fst
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
. (+.+) p
. (\d -> rotateV d (100,0))
. (+) dir
)
(fmap (*wlAttract) [-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8])
--[-pi/4,-pi/8,0,pi/8,pi/4]
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
g (E3x1 cr1) = dist p $ _crPos cr1
(arcLen,_) = randomR (25,50) $ _randGen w
-- BUG: can hit crs through walls
crOrWall :: Point2 -> Float -> World -> Either3 Creature Point2 Point2
crOrWall p dir w = fromMaybe (E3x3 $ p +.+ rotateV dir (arcLen,0))
$ listToMaybe $ sortBy (compare `on` g)
$ catMaybes [cr,wlp]
where cr = fmap E3x1 $ nearestCrInFront p dir 100 w
wlp = fmap E3x2 $ listToMaybe
$ sortBy (compare `on` dist p)
$ mapMaybe
( fmap fst
. (\p1 -> collidePointWalls p p1 $ wallsNearPoint p w)
. (+.+) p
. (\d -> rotateV d (100,0))
. (+) dir
)
[-(3*pi/8),-pi/4,-pi/8,0,pi/8,pi/4,3*pi/8]
--[-pi/4,-pi/8,0,pi/8,pi/4]
g (E3x2 p1) = 100 + dist p p1 -- tweak makes it more likely to hit crs first
--g (E3x2 p1) = dist p p1 - 100 -- tweak makes it more likely to hit walls first
g (E3x1 cr1) = dist p $ _crPos cr1
(arcLen,_) = randomR (25,50) $ _randGen w
-- if the spark is created by another Particle', it cannot be directly added to
-- the list, hence the redirect through worldEvents
createSpark :: Int -> Int -> Point2 -> Float -> Maybe Int -> World -> World
createSpark time colid pos dir maycid w = over worldEvents
((.) $ ( over particles' ((:) spark)
-- . flareAt' white 0.02 0.05 pos')
. sparkFlashAt pos')
) w
where spark = Bul' { _ptDraw = drawBul
, _ptUpdate' = mvGenBullet'
, _btVel' = rotateV dir (5,0)
, _btColor' = numColor colid
, _btTrail' = [pos]
, _btPassThrough' = maycid
, _btWidth' = 1
, _btTimer' = time
, _btHitEffect' = destroyOnImpact sparkEff noEff noEff
}
x = fst $ randomR (0,20) $ _randGen w
pos' = pos +.+ rotateV dir (x,0)
sparkEff bt p cr = over (creatures . ix (_crID cr) . crState . crDamage)
((:) $ SparkDam 1 sp p ep)
where sp = head (_btTrail' bt)
ep = sp +.+ _btVel' bt
drawBul :: Particle' -> Picture
drawBul pt = setLayer 1 . color white $ thickLine (take 2 $ _btTrail' pt) (_btWidth' pt)