Files
loop/src/Dodge/Item/Weapon/UseEffect.hs
T
2021-05-24 13:59:51 +02:00

193 lines
7.1 KiB
Haskell

{- |
Effects centered on creatures.
These are typically item effects, and typical occur when an item is explictly used. -}
module Dodge.Item.Weapon.UseEffect
where
import Dodge.Data
import Dodge.Base
import Dodge.Picture.Layer
--import Dodge.Item.Weapon.Decoration
import Dodge.Item.Weapon.TriggerType
--import Dodge.WorldEvent.Flash
--import Dodge.WorldEvent.ThingsHit
import Picture
import Geometry
import Data.Maybe
import Control.Lens
import qualified Data.IntMap.Strict as IM
{- | Creates an outwardly increasing circle that draws creatures, even those behind walls. -}
aSonarPulse :: Creature -> World -> World
aSonarPulse cr = over particles (sonarPulseAt (_crPos cr) :)
{- | Creates an outwardly increasing circle that displays walls, even those behind other walls. -}
aRadarPulse :: Creature -> World -> World
aRadarPulse cr = over particles (radarPulseAt (_crPos cr) :)
{- | Radar blip at a point. -}
blipAt :: Point2 -> Color -> Int -> Particle
blipAt p col i = Particle
{_ptDraw = const blank
,_ptUpdate' = mvBlip p col i i
}
mvBlip :: Point2 -> Color
-> Int -- ^ Max possible timer value
-> Int -- ^ Current timer value
-> World -> Particle -> (World, Maybe Particle)
mvBlip _ _ _ 0 w _ = (w, Nothing)
mvBlip p col maxt t w pt =
(w
, Just $ pt & ptUpdate' .~ mvBlip p col maxt (t-1)
& ptDraw .~ ( const
. setDepth (-0.5)
. setLayer 1
. uncurry translate p
. color (withAlpha (fromIntegral t / fromIntegral maxt) col)
$ circleSolid 2 )
)
{- | An outwardly increasing circle that draws creatures, even those behind walls. -}
sonarPulseAt :: Point2 -> Particle
sonarPulseAt p = Particle { _ptDraw = const blank , _ptUpdate' = mvSonar 100 p }
mvSonar
:: Int -- ^ Timer
-> Point2 -- ^ Center of expanding circle
-> World -> Particle -> (World, Maybe Particle)
mvSonar 0 _ w _ = (w, Nothing)
mvSonar x p w pt = (w, Just $ pt {_ptDraw = const pic
,_ptUpdate' = mvSonar (x-1) p
}
)
where
pic = setDepth (-0.5) . setLayer 1 $ pictures crBlips
crBlips = mapMaybe crBlip $ IM.elems $ _creatures w
crBlip cr | dist cpos p < r + crad && dist cpos p > r - (crad + 100)
= Just $ colHelper (0.5 * (1 - (r - dist cpos p) /100))
$ uncurry translate cpos $ circleSolid crad
| otherwise = Nothing
where crad = _crRad cr
cpos = _crPos cr
r = fromIntegral (500 - x*5)
--sweepPics = [colHelper 0.05 $ uncurry translate p $ thickCircle r 5 ]
globalAlpha | x > 10 = 1
| otherwise = fromIntegral x / 10
colHelper y = color (withAlpha (y * globalAlpha) green)
{- |
An outwardly increasing circle that displays walls, even those behind other walls. -}
radarPulseAt :: Point2 -> Particle
radarPulseAt p = Particle
{ _ptDraw = const blank
, _ptUpdate' = mvRadar 50 p
}
mvRadar
:: Int -- ^ Timer
-> Point2 -- ^ Center of expanding circle
-> World -> Particle -> (World, Maybe Particle)
mvRadar 0 _ w _ = (w, Nothing)
mvRadar x p w pt =
( putBlips w
, Just $ pt {_ptDraw = const pic ,_ptUpdate' = mvRadar (x-1) p }
)
where
pic = onLayerL [levLayer ShadowLayer, 1] $ pictures sweepPics
putBlips = over worldEvents ( over particles (blips ++) . )
blips = map (\bp -> blipAt bp (withAlpha (0.5*globalAlpha) red) 50) circPoints
circPoints = mapMaybe (\wl -> uncurry collidePointCircCorrect (_wlLine wl) r p)
$ map (over wlLine swp) (IM.elems $ wallsAlongCirc p r w)
++ IM.elems (wallsAlongCirc p r w)
swp (a,b) = (b,a)
r = fromIntegral (800 - x*16)
sweepPics = [--colHelper 0.1 $ uncurry translate p $ thickCircle r 15
--,colHelper 0.06 $ uncurry translate p $ thickCircle (r-5) 5
--,colHelper 0.03 $ uncurry translate p $ thickCircle (r-10) 5
]
globalAlpha | x > 10 = 1
| otherwise = fromIntegral x / 10
--colHelper y = color (withAlpha (y * globalAlpha) red)
aTractorBeam
:: Int -- ^ Color id
-> Creature -- ^ Creature id
-> World
-> World
aTractorBeam col cr w
= set (creatures . ix cid . crInv . ix itRef . itUse)
(shoot $ aTractorBeam ((col + 1) `mod` 10))
$ over projectiles (IM.insert i (tractorBeamAt col i pos dir)) w
where
i = newProjectileKey w
cid = _crID cr
pos = _crPos cr +.+ ((_crRad cr + 10) *.* unitVectorAtAngle dir)
dir = _crDir cr
itRef = _crInvSel cr
tractorBeamAt :: Int -> Int -> Point2 -> Float -> Projectile
tractorBeamAt colID i pos dir = Projectile
{ _pjPos = pos
, _pjStartPos = p'
, _pjVel = d
, _pjPict = blank
, _pjID = i
, _pjUpdate = updateTractor colID 10 i
}
where
d = unitVectorAtAngle dir
p' = pos +.+ 400 *.* d
{- |
The interaction of this with objects, walls etc needs more thought. -}
updateTractor :: Int -> Int -> Int -> World -> World
updateTractor colID time i w
| time > 0 = set (projectiles . ix i . pjUpdate) (updateTractor colID (time-1) i)
$ set (projectiles . ix i . pjPict) pic
$ over creatures (IM.map tractCr)
$ over floorItems (IM.map tractFlIt)
w
| otherwise = over projectiles (IM.delete i) w
where
tractCr cr
| circOnSeg p1 p2 cP 10
= over crPos (\p ->
p -.- m *.* ((0.3/ x) *.* q +.+ (f y *.* p4))
) cr
| otherwise = cr
where
x = abs y + 1
y = errorClosestPointOnLineParam 1 p1 p3 cP
cP = _crPos cr
m | dist cP p1 < 350 = 1
| otherwise = (400 - dist cP p1) / 50
tractFlIt it | circOnSeg p1 p2 iP 10
= over flItPos (\p -> p -.- m *.*
( (0.3/ x) *.* q +.+ (f y *.* p4))
) it
| otherwise = it
where x = abs y + 1
y = errorClosestPointOnLineParam 2 p1 p3 iP
iP = _flItPos it
m | dist iP p1 < 350 = 1
| otherwise = (410 - dist iP p1) / 60
pj = _projectiles w IM.! i
q = _pjVel pj
p1 = _pjPos pj
p' = _pjStartPos pj
p2 = maybe p' fst $ reflectPointWalls p1 p' $ wallsNearPoint p' w
p4 = vNormal p5
p5 = errorNormalizeV 12 $ p2 -.- p1
p3 = p1 +.+ p4
g x | x > 5 = (10 - x) / 5
| x > 1 = 1
| x > -1 = x
| x > -5 = -1
| otherwise = (x - 10) / 5
f x = g x / 50
col = mixColors 0.5 0.5 white blue
px z = (fromIntegral time + 5) *.* z
pz z = fromIntegral time * 10 *.* z
pic = setLayer 1 $ onLayer PtLayer $ color (withAlpha 0.05 col)
$ polygon [ p1 +.+ px p4
, p1 -.- 10 *.* p5
, p1 -.- px p4
, (p' -.- pz p5) -.- px p4
, (p' -.- pz p5) +.+ px p4]