Files
loop/src/Dodge/Item/Draw/SPic.hs
T
2023-03-16 21:56:34 +00:00

513 lines
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Haskell

module Dodge.Item.Draw.SPic (
itemSPic,
) where
import Color
import qualified Data.Map.Strict as M
import Data.Maybe
import Dodge.Data.Item
import Dodge.Item.AmmoPosition
import Dodge.Item.Weapon.FractionLoaded
import Geometry
import LensHelp
import qualified Linear.Quaternion as Q
import Picture
import Shape
import ShapePicture
itemSPic :: Item -> SPic
itemSPic it =
M.foldMapWithKey (modulesSPic it) (_iyModules $ _itType it) <> case it ^. itType . iyBase of
NoItemType -> over _1 (colorSH magenta) defSPic
CRAFT _ -> defSPic
HELD ht -> heldItemSPic ht it
LEFT lt -> leftItemSPic lt it
EQUIP et -> equipItemSPic et it
Consumable{} -> defSPic
equipItemSPic :: EquipItemType -> Item -> SPic
equipItemSPic et _ = case et of
MAGSHIELD -> defSPic
FLAMESHIELD -> defSPic
FRONTARMOUR ->
( mempty
, setDepth 20 $
pictures
[ color yellow $ thickArc 0 (pi / 2) 10 5
, color yellow $ thickArc (3 * pi / 2) (2 * pi) 10 5
]
)
WRISTARMOUR -> defSPic
INVISIBILITYEQUIPMENT _ -> noPic (colorSH chartreuse $ upperPrismPoly 3 $ rectWH 2 2)
BRAINHAT -> noPic (colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
HAT -> noPic (colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
TARGETINGHAT _ -> noPic (colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
HEADLAMP -> noPic headLampShape
POWERLEGS -> legsSPic yellow
SPEEDLEGS -> legsSPic green
JUMPLEGS -> legsSPic red
JETPACK -> noPic $ colorSH yellow backpackShape
BATTERYPACK -> noPic $ colorSH blue backpackShape
FUELPACK ->
noPic $ colorSH yellow $ upperPrismPoly 10 $ polyCirc 3 5
AUTODETECTOR dt -> noPic (colorSH (detectorColor dt) $ upperPrismPoly 3 $ rectWH 2 2)
backpackShape :: Shape
backpackShape = upperPrismPoly 10 $ rectNSWE 5 (-5) (-4) 4
leftItemSPic :: LeftItemType -> Item -> SPic
leftItemSPic lt _ = case lt of
BLINKER -> defSPic
_ -> defSPic
ammoPosition :: Item -> HeldItemType -> AmmoPosition
ammoPosition itm hit = case hit of
FLATSHIELD -> NoAmmoPosition
FORCEFIELDGUN -> NoAmmoPosition
TORCH -> NoAmmoPosition
BANGSTICK i -> bangStickAmmoPos i itm
PISTOL -> Magazine (V3 5 2 0) lhs
REVOLVER -> revolverAmmoPos
REVOLVERX _ -> revolverAmmoPos
MACHINEPISTOL -> Magazine (V3 5 2 0) lhs
AUTOPISTOL -> Magazine (V3 5 2 0) lhs
SMG -> Magazine (V3 7 (-2) 0) rhs
BANGCONE -> NoAmmoPosition
BLUNDERBUSS -> NoAmmoPosition
GRAPECANNON _ -> NoAmmoPosition
MINIGUNX _ -> NoAmmoPosition
VOLLEYGUN i -> volleygunAmmoPos i
RIFLE -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)]
REPEATER -> Magazine (V3 10 (-2) 0) rhs
AUTORIFLE -> Magazine (V3 10 (-2) 0) rhs
BURSTRIFLE -> Magazine (V3 10 (-2) 0) rhs
BANGROD -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)]
ELEPHANTGUN -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)]
AMR -> Magazine (V3 10 (-2) 0) rhs
AUTOAMR -> Magazine (V3 10 (-2) 0) rhs
SNIPERRIFLE -> Bullets [(V3 5 0 3, Q.axisAngle (V3 1 0 0) 0)]
MACHINEGUN -> Magazine (V3 10 (-2) 0) rhs
FLAMESPITTER -> NoAmmoPosition
FLAMETHROWER -> NoAmmoPosition
FLAMETORRENT -> NoAmmoPosition
FLAMEWALL -> NoAmmoPosition
BLOWTORCH -> NoAmmoPosition
SPARKGUN -> NoAmmoPosition
TESLAGUN -> NoAmmoPosition
LASGUN -> NoAmmoPosition
LASCIRCLE -> NoAmmoPosition
DUALBEAM -> NoAmmoPosition
LASWIDE _ -> NoAmmoPosition
--SONICGUN -> noPic baseSonicShape
TRACTORGUN -> NoAmmoPosition
LAUNCHER -> NoAmmoPosition
LAUNCHERX _ -> NoAmmoPosition
REMOTELAUNCHER -> NoAmmoPosition
POISONSPRAYER -> NoAmmoPosition
DRONELAUNCHER -> NoAmmoPosition
SHATTERGUN -> NoAmmoPosition
HELDDETECTOR _ -> NoAmmoPosition
KEYCARD _ -> NoAmmoPosition
BINOCULARS -> NoAmmoPosition
where
lhs = Q.axisAngle (V3 1 0 0) pi
rhs = Q.axisAngle (V3 1 0 0) 0
bangStickAmmoPos :: Int -> Item -> AmmoPosition
bangStickAmmoPos i itm =
Bullets
[(rotate3z a (V3 5 0 3), Q.axisAngle (V3 0 0 1) a) | a <- map f [0 .. i - 1]]
where
f n =
barrelspread * fromIntegral n
- 0.5 * barrelspread * fromIntegral (_brlNum (_gunBarrels (_itParams itm)) -1)
barrelspread = itm ^?! itParams . gunBarrels . brlSpread . spreadAngle
volleygunAmmoPos :: Int -> AmmoPosition
volleygunAmmoPos i =
Bullets
[(V3 5 (f n) 3, Q.axisAngle (V3 1 0 0) 0) | n <- [0 .. i -1]]
where
f n = fromIntegral n * 5 - ((fromIntegral i - 1) * 2.5)
revolverAmmoPos :: AmmoPosition
revolverAmmoPos =
Bullets
[(V3 5 0 1 + Q.rotate q (V3 0 0 2), q) | q <- qs]
where
qs = [Q.axisAngle (V3 1 0 0) (f i) | i <- [1 .. 6 :: Int]]
f i = fromIntegral i * pi / 3 + pi / 6
heldItemSPic :: HeldItemType -> Item -> SPic
heldItemSPic ht it = case ht of
FLATSHIELD -> flatShieldEquipSPic
FORCEFIELDGUN -> defSPic
TORCH -> noPic torchShape
BANGSTICK i -> noPic $ baseStickShapeX it i <> addBullets it
PISTOL -> noPic $ baseStickShape <> addTinClip it
REVOLVER -> noPic $ baseStickShape <> addBullets it
REVOLVERX _ -> noPic $ baseStickShape <> addBullets it
MACHINEPISTOL -> noPic $ baseStickShape <> addTinClip it
AUTOPISTOL -> noPic $ baseStickShape <> addTinClip it
SMG -> noPic $ baseSMGShape <> addTinClip it
BANGCONE -> noPic $ bangConeShape 5
BLUNDERBUSS -> noPic $ bangConeShape 20
GRAPECANNON _ -> noPic $ bangConeShape 20
MINIGUNX i -> miniGunXPictItem i it
VOLLEYGUN i -> noPic $ volleyGunShape i <> addBullets it
RIFLE -> noPic $ baseRifleShape <> addBullets it
REPEATER -> noPic $ baseRifleShape <> addTinClip it
AUTORIFLE -> noPic $ baseRifleShape <> addTinClip it
BURSTRIFLE -> noPic $ baseRifleShape <> addTinClip it
BANGROD -> noPic $ baseRodShape <> addBullets it
ELEPHANTGUN -> noPic $ baseAMRShape <> addBullets it
AMR -> noPic $ baseAMRShape <> addTinClip it
AUTOAMR -> noPic $ baseAMRShape <> addTinClip it
SNIPERRIFLE -> noPic $ baseAMRShape <> addBullets it
MACHINEGUN -> noPic $ baseAMRShape <> addTinClip it
FLAMESPITTER -> flamerPic it
FLAMETHROWER -> flamerPic it
FLAMETORRENT -> flamerPic it
FLAMEWALL -> flamerPic it
BLOWTORCH -> flamerPic it
SPARKGUN -> teslaGunPic
TESLAGUN -> teslaGunPic
LASGUN -> lasGunPic it
LASCIRCLE -> lasGunPic it
DUALBEAM -> dualBeamPic it
LASWIDE _ -> lasGunPic it
--SONICGUN -> noPic baseSonicShape
TRACTORGUN -> tractorGunPic it
LAUNCHER -> launcherPic it
LAUNCHERX _ -> launcherPic it
REMOTELAUNCHER -> launcherPic it
POISONSPRAYER -> flamerPic it
DRONELAUNCHER -> defSPic
SHATTERGUN -> shatterGunSPic
HELDDETECTOR dt -> noPic (colorSH (detectorColor dt) $ upperPrismPoly 3 $ rectWH 2 2)
KEYCARD _ -> noShape (setDepth 0 $ translate (-5) (-5) $ rotate (pi / 2.5) keyPic)
BINOCULARS -> mempty -- TODO
torchShape :: Shape
torchShape =
colorSH blue $
translateSHxy 0 1.5 side
<> translateSHxy 0 (-1.5) side
<> translateSHz 2.5 top
<> translateSHz (-0.5) bot
<> back
where
side = upperPrismPoly 3 $ rectXH 10 0.5
top = upperPrismPoly 0.5 $ rectXH 10 2
bot = upperPrismPoly 0.5 $ rectXH 9 2
back = upperPrismPoly 3 $ rectXH 1 2
modulesSPic :: Item -> ModuleSlot -> ItemModuleType -> SPic
modulesSPic it _ imt = case imt of
ATTACHTORCH -> noPic (overPosSH (+.+.+ _dimAttachPos (_itDimension it)) torchShape)
_ -> mempty
baseStickShapeX :: Item -> Int -> Shape
baseStickShapeX it i = foldMap f [0 .. i -1]
where
f j = rotateSH ang baseStickShape
where
ang = fromIntegral j * barrelspread - (fromIntegral i - 1) * barrelspread * 0.5
barrelspread = it ^?! itParams . gunBarrels . brlSpread . spreadAngle
baseStickShape :: Shape
baseStickShape = colorSH green $ upperPrismPoly 3 $ rectXH 10 2
bangConeShape :: Float -> Shape
bangConeShape x =
colorSH cyan $
upperPrismPoly 3 (rectXH x 2)
<> upperPrismPoly 6 (reverse $ rectNSWE 4 (-4) x (10 + x))
defSPic :: SPic
defSPic = noPic $ colorSH green $ upperPrismPoly 3 $ square 4
shatterGunSPic :: SPic
shatterGunSPic =
noPic $
colorSH blue $
upperPrismPoly 5 (rectNESW xb 8 xa 0)
<> upperPrismPoly 5 (rectNESW (- xa) 8 (- xb) 0)
where
xa = 1
xb = 9
baseCaneShape :: Shape
baseCaneShape = colorSH red $ upperPrismPoly 3 $ rectXH 15 1.5
baseRifleShape :: Shape
baseRifleShape = colorSH red $ upperPrismPoly 3 $ rectXH 25 2
addBullets :: Item -> Shape
addBullets itm = fromMaybe mempty $ do
x <- itm ^? itUse . heldConsumption . laLoaded
hit <- itm ^? itType . iyBase . ibtHeld
ps <- fmap (take x) $ ammoPosition itm hit ^? amPosDirs
return $ foldMap (uncurry (drawBullet itm)) ps
drawBullet :: Item -> Point3 -> Q.Quaternion Float -> Shape
drawBullet itm p q =
translateSH p $
overPosSH (Q.rotate q) $
colorSH
midcol
( upperPrismPoly 0.2 $
reverse
(rectNSWE 0.2 (- 0.2) (-1) 1)
)
<> tip
<> foot
where
midcol =
maybe
black
bulletEffectColor
(itm ^? itUse . heldConsumption . laAmmoType . amBullet . buEffect)
tip = fromMaybe mempty $ do
ebt <- itm ^? itUse . heldConsumption . laAmmoType . amBullet . buSpawn
return $
colorSH (bulletPayloadColor ebt) $
upperPrismPoly 0.2 $
reverse $
rectNSWE 0.2 (- 0.2) 1 2
foot = fromMaybe mempty $ do
ebt <- itm ^? itUse . heldConsumption . laAmmoType . amBullet . buTrajectory
return $
colorSH (bulletTrajColor ebt) $
upperPrismPoly 0.2 $
reverse $
rectNSWE 0.2 (- 0.2) (-2) (-1)
addTinClip :: Item -> Shape
addTinClip itm = fromMaybe mempty $ do
hit <- itm ^? itType . iyBase . ibtHeld
let ap = ammoPosition itm hit
p <- ap ^? amposPos
d <- ap ^? amposDir
return $ translateSH p $ overPosSH (Q.rotate d) $ makeTinClip itm
makeTinClip :: Item -> Shape
makeTinClip it =
colorSH
midcol
( upperPrismPoly
1
( reverse $
rectNSWE 0 (- y) (-1) 1
)
)
<> tips
<> tails
where
midcol =
maybe
black
bulletEffectColor
(it ^? itUse . heldConsumption . laAmmoType . amBullet . buEffect)
y = fromIntegral y' * 0.3
y' = fromMaybe 0 $ it ^? itUse . heldConsumption . laLoaded
tips = fromMaybe mempty $ do
ebt <- it ^? itUse . heldConsumption . laAmmoType . amBullet . buSpawn
return $
colorSH (bulletPayloadColor ebt) $
upperPrismPoly 1.1 $
reverse $
rectNSWE 0 (- y) 1 2
tails = fromMaybe mempty $ do
ebt <- it ^? itUse . heldConsumption . laAmmoType . amBullet . buTrajectory
return $
colorSH (bulletTrajColor ebt) $
upperPrismPoly 1.1 $
reverse $
rectNSWE 0 (- y) (-2) (-1)
bulletEffectColor :: BulletEffect -> Color
bulletEffectColor x = case x of
DestroyBullet -> black
BounceBullet -> mixColors 0.5 0.5 black yellow
PenetrateBullet -> mixColors 0.5 0.5 black blue
bulletTrajColor :: BulletTrajectory -> Color
bulletTrajColor x = case x of
BasicBulletTrajectory -> black
BezierTrajectory{} -> chartreuse
FlechetteTrajectory{} -> white
MagnetTrajectory{} -> yellow
bulletPayloadColor :: BulletSpawn -> Color
bulletPayloadColor x = case x of
BulBall y -> energyBallColor y
BulSpark -> black
BulFlak -> chartreuse
BulFrag -> magenta
BulGas -> green
energyBallColor :: EnergyBallType -> Color
energyBallColor ebt = case ebt of
IncBall -> orange
TeslaBall -> cyan
ConcBall -> white
FlashBall -> yellow
volleyGunShape :: Int -> Shape
volleyGunShape i =
colorSH
red
( foldMap
( (\y -> upperPrismPoly 3 $ map (+.+ V2 0 y) $ rectXH 15 2)
. (\k -> fromIntegral k * 5 - ((fromIntegral i - 1) * 2.5))
)
[0 .. i -1]
)
miniGunXPictItem :: Int -> Item -> SPic
miniGunXPictItem i it = miniGunXPict i spin (_laLoaded $ _heldConsumption (_itUse it))
where
spin = (-10) * _laLoaded (_heldConsumption (_itUse it)) + _warmTime (_heldDelay $ _itUse it)
miniGunXPict :: Int -> Int -> Int -> SPic
miniGunXPict i spin _ =
( colorSH red (rotateSHx a barrels)
<> baseRifleShape
, -- <> clip (-1) 0
-- <> clip (-7) 0
mempty
)
where
aBarrel = translateSH (V3 15 2 2) baseCaneShape
barrels = foldMap (\an -> aBarrel & rotateSHx (2 * pi * fromIntegral an / fromIntegral i)) [1 .. i]
a = fromIntegral spin / 100
--x = fromIntegral am / 10
-- clip y z = translateSH (V3 0 (-1) z) (rotateSHx (negate $ pi/4)
-- . upperPrismPoly 2
-- $ rectNESW (negate $ 3 + 0.25 * x) y 3 (y-5))
--baseSonicShape :: Shape
--baseSonicShape = colorSH rose $ upperPrismPoly 3 $ rectXH 25 2
baseSMGShape :: Shape
baseSMGShape = colorSH green $ upperPrismPoly 3 $ rectXH 20 2
flamerPic :: Item -> SPic
flamerPic it =
( colorSH yellow $
translateSHxy tx ty (upperPrismPoly tz $ polyCirc 3 r)
<> upperPrismPoly 5 (rectNESW 2 18 (-2) 0)
, color black $ translate3 (V3 tx ty (tz + 0.01)) $ circleSolid (r * am)
)
where
tx = 4
ty = - 6
tz = 3
r = 5
am = fractionLoadedAmmo2 it
launcherPic :: Item -> SPic
launcherPic _ =
( colorSH cyan $
prismPoly
(map (+.+.+ V3 20 0 5) $ polyCircx 4 5)
(map (+.+.+ V3 0 0 5) $ polyCircx 4 5)
, mempty
)
baseRodShape :: Shape
baseRodShape = colorSH orange $ upperPrismPoly 3 $ rectXH 20 2
baseAMRShape :: Shape
baseAMRShape = colorSH orange $ upperPrismPoly 3 $ rectXH 30 2
teslaGunPic :: SPic
teslaGunPic =
noPic $
colorSH blue $
upperPrismPoly 5 (rectNESW xb 8 xa 0)
<> upperPrismPoly 5 (rectNESW (- xa) 8 (- xb) 0)
where
xa = 1
xb = 9
lasGunPic :: Item -> SPic
lasGunPic it =
( colorSH blue $
upperPrismPoly 4 (rectNESW 3 30 1 0)
<> upperPrismPoly 4 (rectNESW (-1) 30 (-3) 0)
<> upperPrismPoly 1 (rectNESW 3 30 (-3) 0)
, setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0
)
where
amFrac = fractionLoadedAmmo it
col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red
dualBeamPic :: Item -> SPic
dualBeamPic it =
( colorSH blue $
upperPrismPoly 4 (rectNESW gap 3 (- gap) 1)
<> upperPrismPoly 4 (rectNESW gap (-1) (- gap) (-3))
<> upperPrismPoly 1 (rectNESW gap 3 (- gap) (-3))
, setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW gap 1 (- gap) (-1)
)
where
amFrac = fractionLoadedAmmo it
col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red
gap = _dbGap (_itParams it) - 3
tractorGunPic :: Item -> SPic
tractorGunPic it =
( colorSH red $
upperPrismPoly 4 (rectNESW 3 30 1 0)
<> upperPrismPoly 4 (rectNESW (-1) 30 (-3) 0)
<> upperPrismPoly 1 (rectNESW 3 30 (-3) 0)
, setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0
)
where
amFrac = fractionLoadedAmmo it
col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red
flatShieldEquipSPic :: SPic
flatShieldEquipSPic =
( colorSH yellow $ upperPrismPoly 10 (rectWH 2 10)
, mempty
)
headLampShape :: Shape
headLampShape =
colorSH yellow $
translateSH (V3 5 2 4) (upperPrismPoly 4 $ rectWH 4 1)
<> translateSH (V3 5 2 0) (upperPrismPoly 4 $ rectWH 4 1)
<> translateSH (V3 5 (-2) 4) (upperPrismPoly 4 $ rectWH 4 1)
<> translateSH (V3 5 (-2) 0) (upperPrismPoly 4 $ rectWH 4 1)
detectorColor :: Detector -> Color
detectorColor dt = case dt of
ITEMDETECTOR -> blue
CREATUREDETECTOR -> green
WALLDETECTOR -> red
keyPic :: Picture
keyPic =
color green $
pictures
[ translate (-4) 0 $ thickCircle 4 2
, thickLine 2 $ map toV2 [(0, 0), (8, 0), (8, -4)]
, thickLine 2 $ map toV2 [(4, 0), (4, -4)]
]
--latchkeyPic :: Picture
--latchkeyPic =
-- color yellow $
-- pictures
-- [ translate (-4) 0 $ thickCircle 4 2
-- , thickLine 2 $ map toV2 [(0, 0), (8, 0), (8, -4)]
-- , thickLine 2 $ map toV2 [(4, 0), (4, -4)]
-- ]
legsSPic :: Color -> SPic
legsSPic col = noPic $ translateSH (V3 0 4 0) $ colorSH col $ upperPrismPoly 3 $ rectWH 2 2