Files
loop/src/Dodge/Particle/Bullet/HitEffect.hs
T
2021-12-15 17:47:41 +00:00

195 lines
6.7 KiB
Haskell

{- |
Effects of bullets upon impact with walls or creatures.
-}
module Dodge.Particle.Bullet.HitEffect
where
import Dodge.Data
import Dodge.Particle.Spark
import Dodge.Wall.Damage
import Dodge.WorldEvent
import Dodge.Particle.Bullet.Spawn
import Dodge.SoundLogic
import Dodge.RandomHelp
import Dodge.WorldEvent.Shockwave
import Dodge.Creature.Property
import Dodge.Wall.Reflect
import Geometry
--import Geometry.Vector3D
import Picture
import System.Random
import Control.Lens
import Control.Monad.State
-- | Basic bullet hit creature effect.
bulHitCr :: Particle -> Point2 -> Creature -> World -> World
bulHitCr bt p cr w
| crIsArmouredFrom p cr
= colSpark 8 colID p1 (argV (p1 -.- p)) $ addDamageArmoured w
| otherwise = addDamage . bulletHitSound p $ w
where
sp = head $ _btTrail' bt
bulVel = _ptVel bt
ep = sp +.+ bulVel
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
cid = _crID cr
colID = _btColor' bt
p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
bulletHitSound :: Point2 -> World -> World
bulletHitSound p = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
{- | Bounce off armoured creatures, otherwise do damage. -}
bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
bulBounceArmCr' bt p cr w
| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
| otherwise = addDamage . bulletHitSound p $ w
where
sp = head $ _btTrail' bt
bulVel = _ptVel bt
ep = sp +.+ bulVel
mvDams = [ PushDam 1 $ 2 *.* bulVel ]
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
cid = _crID cr
newDir = squashNormalizeV (p -.- _crPos cr)
pOut = p +.+ 2 *.* newDir
reflectVel = magV bulVel *.* newDir
addBouncer = worldEvents %~ ( over particles (bouncer :) . )
bouncer = (aGenBulAt Nothing pOut reflectVel (_btDrag bt)
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
{- | Bullet pass through creatures. -}
bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
bulPenCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
([Piercing 50 sp p ep
,Blunt 50 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
++
)
$ bulletHitSound ep
$ over instantParticles (piercer :)
w
where
(d1,_) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _ptVel bt
piercer = (aGenBulAt (Just cid) p (_ptVel bt) (_btDrag bt)
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
{- | Heavy bullet effects when hitting creature:
piercing, blunt, twisting and pushback damage all applied. -}
hvBulHitCr :: Particle -> Point2 -> Creature -> World -> World
hvBulHitCr bt p cr w
= over (creatures . ix cid . crState . crDamage)
([Piercing 200 sp p ep
,Blunt 100 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
]
++
)
$ bulletHitSound ep
w
where
(d1,_) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _ptVel bt
{- | Create a flamelet when hitting a creature. -}
bulIncCr :: Particle -> Point2 -> Creature -> World -> World
bulIncCr bt p cr w
= over (creatures . ix cid . crState . crDamage)
( Piercing 60 sp p ep : )
$ bulletHitSound p
$ incFlamelets
w
where
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _ptVel bt
v = evalState (randInCirc 1) $ _randGen w
incFlamelets = over worldEvents $ (.) (makeFlameletTimed p 20 v Nothing 3 20)
{- | Creates a shockwave when hitting a creature. -}
bulConCr :: Particle -> Point2 -> Creature -> World -> World
bulConCr bt p cr
= over (creatures . ix cid . crState . crDamage) (Blunt 10 sp p ep :)
. over worldEvents (makeShockwaveAt [] p 15 4 1 white .)
. bulletHitSound p
where
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _ptVel bt
{- | Hitting wall effects: create a spark, damage blocks. -}
bulHitWall :: Particle -> Point2 -> Wall -> World -> World
bulHitWall bt p = damageWall (Piercing 100 sp p ep)
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
{- | Bounce off walls, do damage to blocks. -}
bulBounceWall :: Particle -> Point2 -> Wall -> World -> World
bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl . over worldEvents addBouncer
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
pOut = p +.+ squashNormalizeV (sp -.- p)
bouncer = (aGenBulAt Nothing pOut reflectVel 0.5 (_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
reflectVel = reflVelWall wl (_ptVel bt)
addBouncer = ( over particles (bouncer : ) . )
-- the hack is to get around the fact that the particles list gets reset after
-- all projectiles in it are checked, so we cannot add to it as we accumulate over
-- this list
{- | Create flamelet on wall. -}
bulIncWall
:: Particle
-> Point2 -- Impact point
-> Wall
-> World
-> World
bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl . incFlamelets
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
pOut = p +.+ squashNormalizeV (sp -.- p)
wallV = uncurry (-.-) (_wlLine wl)
reflectVel = squashNormalizeV $ reflectIn wallV (_ptVel bt)
incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut 20 reflectVel Nothing 3 20)
{- | Create a shockwave on wall-}
bulConWall
:: Particle
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
bulConWall bt p wl = damageWall (Blunt 10 sp p ep) wl .
over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
hvBulHitWall
:: Particle
-> Point2 -- ^ Impact point
-> Wall
-> World
-> World
hvBulHitWall bt p wl w = damageWall (Piercing 200 sp p ep) wl
. damageWall (Blunt 100 sp p ep) wl
$ set randGen g $ foldr ($) w (sparks pOut sv)
where
ep = sp +.+ _ptVel bt
sp = head $ _btTrail' bt
pOut = p +.+ squashNormalizeV (sp -.- p)
(a, g) = randomR (-0.2,0.2) $ _randGen w
sv = unitVectorAtAngle $ a + reflDirWall sp p wl
cs' = take 10 $ randomRs (0,11) $ _randGen w
cs = map (brightX 100 1.5 . numColor) cs'
ts = randomRs (4,8) $ _randGen w
sparks pos vel = zipWith (\t c -> colSpark t c pos (argV vel)) ts cs