Files
loop/src/Dodge/Bullet.hs
T
2022-07-23 12:38:17 +01:00

153 lines
5.4 KiB
Haskell

module Dodge.Bullet
( updateBullet
, useAmmoParams
) where
import qualified ListHelp as List
import Dodge.EnergyBall
import Dodge.Creature.Test
import Dodge.Data
import Dodge.Creature.HandPos
import Dodge.Base.Coordinate
import Dodge.WorldEvent.SpawnParticle
import Geometry
import LensHelp
import StreamingHelp
import qualified IntMapHelp as IM
import Data.Maybe
import Dodge.Movement.Turn
import Dodge.WorldEvent.ThingsHit
updateBullet :: World -> Bullet -> (World,Maybe Bullet)
updateBullet w bu = case _buState bu of
DelayedBullet x -> mvBullet x w bu
_ -> mvBullet 1 w bu
useAmmoParams :: Item -> Creature -> World -> World
useAmmoParams it cr w = w & instantBullets .:~ (_amBullet bultype
& buPos .~ sp
& buTrajectory %~ settrajectory
& buVel %~ (rotateV dir . (muzvel *.*))
& buDrag *~ _rifling (_itParams it)
)
where
sp = _crPos cr +.+ (muzlength + 10) *.* unitVectorAtAngle dir
dir = _crDir cr
bultype = _laAmmoType $ _itConsumption it
muzvel = _muzVel $ _itParams it
muzlength = aimingMuzzlePos cr it
settrajectory traj = case traj of
BasicBulletTrajectory -> BasicBulletTrajectory
MagnetTrajectory{} -> fromMaybe BasicBulletTrajectory $ do
tpos <- it ^? itTargeting . tgPos . _Just
return $ MagnetTrajectory tpos
FlechetteTrajectory{} -> fromMaybe BasicBulletTrajectory $ do
tpos <- it ^? itTargeting . tgPos . _Just
return $ FlechetteTrajectory tpos
BezierTrajectory{} -> fromMaybe BasicBulletTrajectory $ do
tpos <- it ^? itTargeting . tgPos . _Just
return $ BezierTrajectory sp tpos (mouseWorldPos w)
{- Update for a generic bullet. -}
mvBullet :: Float -> World -> Bullet -> (World, Maybe Bullet)
mvBullet x w bt'
| t <= 0 || magV (_buVel bt) < 1 = (endspawn w,Nothing)
| otherwise = second (fmap dodrag) $
hiteff bt hitstream w
where
endspawn w' = fromMaybe w' $ do
partspawn <- bulletSpawn bt'
return $ partspawn p w'
hitstream = thingsHit p (p +.+ vel) w
bt = foldr (\mg b -> _mgField mg mg b) bt' (_magnets w)
& buState .~ NormalBulletState
dodrag = case _buTrajectory bt of
BasicBulletTrajectory -> buVel .*.*~ drag
MagnetTrajectory tpos -> buVel .+.+~ 5 *.* normalizeV (tpos -.- _buPos bt)
FlechetteTrajectory tpos -> buVel %~ vecTurnTo 0.2 (_buPos bt) tpos
BezierTrajectory spos tpos xpos ->
let bf tm = bQuadToF (spos,xpos,tpos) $ (100 - tm) * 0.05
in buVel .~ bf (fromIntegral $ _buTimer bt - 1) -.- bf (fromIntegral $ _buTimer bt)
drag = _buDrag bt
p = _buPos bt
vel = _buVel bt
hiteff = hitEffFromBul x
t = _buTimer bt
bounceDir :: (Point2, Either Creature Wall) -> Maybe Point2
bounceDir (_,Right wl) | _wlBouncy wl = Just $ uncurry (-.-) (_wlLine wl)
bounceDir (p,Left cr) | crIsArmouredFrom p cr = Just $ vNormal $ p -.- _crPos cr
bounceDir _ = Nothing
bulletSpawn :: Bullet -> Maybe (Point2 -> World -> World)
bulletSpawn bu = case _buSpawn bu of
BulSpark -> Nothing
BulBall IncBall -> Just incBallAt
BulBall ConcBall -> Just $ randParticleAt concBall
BulBall TeslaBall -> Just makeStaticBall
hitEffFromBul :: Float -> Bullet
-> [(Point2, Either Creature Wall)]
-> World
-> (World,Maybe Bullet)
hitEffFromBul x bu hitstream w = case _buEffect bu of
PenetrateBullet -> movePenBullet x bu hitstream w
BounceBullet -> case List.safeHead hitstream of
Nothing -> (w, moveBullet x bu)
Just (hp,crwl) -> fromMaybe (expireAndDamage x bu hitstream w) $ do
dir <- bounceDir (hp,crwl)
return (w,Just $ bu
& buPos .~ hp +.+ normalizeV (_buPos bu -.- hp)
& buVel %~ reflectIn dir
& buTrajectory .~ BasicBulletTrajectory
& buTimer -~ 1
)
DestroyBullet -> expireAndDamage x bu hitstream w
setFromToDams :: Bullet -> Point2 -> [Damage]
setFromToDams bu p = map f (_buDamages bu)
where
f = (dmFrom .~ _buPos bu) . (dmAt .~ p) . (dmTo .~ _buPos bu +.+ _buVel bu)
damageThingHit :: Bullet -> (Point2,Either Creature Wall) -> World -> World
damageThingHit bu (p,crwl) = case crwl of
Left cr -> creatures . ix (_crID cr) . crState . csDamage .++~ dams
Right wl -> wallDamages %~ IM.insertWith (++) (_wlID wl) dams
where
dams = setFromToDams bu p
expireAndDamage :: Float
-> Bullet
-> [(Point2, Either Creature Wall)]
-> World
-> (World, Maybe Bullet)
expireAndDamage y bt things w = case List.safeHead things of
Nothing -> (w, moveBullet y bt)
Just x -> (damageThingHit bt x w, destroyAt (fst x) bt)
moveBullet :: Float -> Bullet -> Maybe Bullet
moveBullet x pt = Just $ pt
& buPos %~ (+.+ x *.* _buVel pt)
& buOldPos .~ _buPos pt
& buTimer -~ 1
destroyAt :: Point2 -> Bullet -> Maybe Bullet
destroyAt hitp pt = Just $ pt
& buPos .~ hitp +.+ normalizeV (p -.- hitp)
& buOldPos .~ p
& buVel .~ 0
where
p = _buPos pt
movePenBullet :: Float -> Bullet -> [(Point2, Either Creature Wall)]
-> World -> (World, Maybe Bullet)
movePenBullet x bu hitstream w = case hitstream of
[] -> (w,moveBullet x bu)
((p,crwl):strm) -> if penThing crwl
then first (damageThingHit bu (p,crwl)) $ movePenBullet x bu strm w
else expireAndDamage x bu hitstream w
penThing :: Either Creature Wall -> Bool
penThing (Left _) = True
penThing (Right wl) = _wlPenetrable wl