89 lines
2.7 KiB
Haskell
89 lines
2.7 KiB
Haskell
module Dodge.WorldEvent.HitEffect
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( destroyOnImpact
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, doFlameDam
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, noEff
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, penWalls
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)
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where
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import Dodge.Data
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import Dodge.Data.DamageType
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import Dodge.Creature.State.Data
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import Geometry
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import Data.Bifunctor
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import Data.Maybe
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import Control.Lens
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type HitCreatureEffect = Particle -> Point2 -> Creature -> World -> World
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type HitWallEffect = Particle -> Point2 -> Wall -> World -> World
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type HitForceFieldEffect = Particle -> Point2 -> ForceField -> World -> World
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--passThroughAll
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-- :: HitCreatureEffect
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-- -> HitWallEffect
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-- -> HitForceFieldEffect
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-- -> Particle
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-- -> [(Point2, Either3 Creature Wall ForceField)] -- ^ hit things
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-- -> World
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-- -> (World, Maybe Particle)
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--passThroughAll _ _ _ pt _ w = (w, mvPt)
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-- where
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-- mvPt = Just $ pt & btTrail' .~ (newP : trl)
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-- & btTimer' %~ (\t -> t - 1)
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-- & btPassThrough' .~ Nothing
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-- trl = _btTrail' pt
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-- newP = head trl +.+ _btVel' pt
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destroyOnImpact
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:: HitCreatureEffect
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-> HitWallEffect
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-> HitForceFieldEffect
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-> Particle
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-> [(Point2, Either3 Creature Wall ForceField)]
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-> World
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-> (World, Maybe Particle)
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destroyOnImpact crEff wlEff ffEff pt hitThings w = case hitThings of
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[] -> ( w, mvPt pt)
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((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p pt)
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((p,E3x2 wl):_) -> (wlEff pt p wl w, destroyAt p pt)
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((p,E3x3 ff):_) -> (ffEff pt p ff w, destroyAt p pt)
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mvPt :: Particle -> Maybe Particle
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mvPt pt = Just $ pt
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& btTrail' %~ f
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& btTimer' -~ 1
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& btPassThrough' .~ Nothing
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where
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f trl = head trl +.+ _btVel' pt : trl
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destroyAt :: Point2 -> Particle -> Maybe Particle
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destroyAt hitp pt = Just $ pt
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& btTrail' %~ (hitp :)
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& btTimer' %~ (\t -> min 3 (t-1))
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penWalls
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:: HitCreatureEffect
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-> HitWallEffect
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-> HitForceFieldEffect
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-> Particle
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-> [(Point2, Either3 Creature Wall ForceField)]
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-> World
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-> (World, Maybe Particle)
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penWalls crEff wlEff ffEff pt hitThings w = case hitThings of
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[] -> ( w, mvPt pt)
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((p,E3x1 cr):_) -> (crEff pt p cr w, destroyAt p pt)
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((p,E3x3 ff):_) -> (ffEff pt p ff w, destroyAt p pt)
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((p,E3x2 wl):hs) | isJust (wl ^? wlBlockID)
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-> first (wlEff pt p wl) $ penWalls crEff wlEff ffEff pt hs w
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((p,E3x2 wl):_) -> (wlEff pt p wl w, destroyAt p pt)
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doFlameDam :: Int -> Particle -> Point2 -> Creature -> World -> World
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doFlameDam amount pt p cr = creatures . ix (_crID cr) . crState . crDamage %~
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(Flaming amount sp p ep :)
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where
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sp = _btPos' pt
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ep = sp +.+ _btVel' pt
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noEff :: a -> b -> c -> d -> d
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noEff _ _ _ = id
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